So far the only thing I’d consider ‘cheesing’ if anything in the game would be the teams that rely almost purely on the no-combat timer. It’s currently fairly abusable on many maps, just staying all spread out and max range shooting the monster so that it can’t hit the objective, relying on using the short respawn timer and scattering so that you can never be cleared.
Personally I think the design is currently flawed as is, and really would be my only complaint about evolve. The timer is a necessity to assure the monster doesn’t just run and hide all game, however in its current state it encourages stall cheese, which while it is a valid strategy in the game at the moment, it’s also extremely boring and lacklustre. Far from what the developers intended.
Off the top of my head, I’d probably counter it with some kind of renewing timer. For example, if they kept it exactly as is, but when the monster downs/kills a hunter it resets to 3 minutes. This still forces the monster to fight, and commit, but removes the opportunity to cheese out by just zerg spawning and not letting him hit the objective. Alternatively, the timer could not count down if the dropship timer is active.
There are several ways to do it, but as it is, whenever a game is going to end by timer I feel it was more of a draw than anything, regardless of what team I was on. Feels very anti-climactic, unepic, and detracts from the entire feel of the game