The intent of this thread is as such: I think regardless of any balance, marine will always be fun to play. I do not think that is true for xenos. Let’s accomplish a baseline fix for xenos that makes it more inherently fun
I have reviewed some threads.
Xenos are not particularly scary to me as a Marine main. Xeno also sucks ass to play (for me, at least). If they make 1 mistake, they’re stuck in larva queue for an hour. If they’re not optimal with every movement and decision, they’re dead. Meanwhile, I can (and have) die 16 times as a Marine and seen it through to round-end.
I would like to discuss ways to make xeno less cock&ball torture to play while also maintaining balance and fun.
The lack of tunneling caps, which I was never here for, makes sense. It was unfun for marines just off reading about it.
I think the ideal many many development cycles before I ever even heard of CM-SS13, would have been to keep both sides powerful. I want to make xenos scary again, regardless of whether or not Tyrone ‘Blackbeard’ is online; I don’t want to make xenos scary in response to 3-4 players being online, I want to make xenos scary in a way that’s balanced regardless of Research/CAS/etcetera.
Please use this thread to highlight BOTH of the following:
1.) Ways you can make xeno less cock&ball torture (for me personally that’s increasing xeno spawns)
2.) Ways you can keep the game fun for marines
Here are a few small ideas from me:
Refund 0.5 larva to xenos if a Young-XX dies
Passive larva generation for Queen being on ovi (sucks ass for our brave Queen players though, not a big fan of this idea)
Passive larva generation for majority of xenos fighting outside of CAS cover
Passive larva generation for one of the comms towers being down, forcing marines to maintain both
How do I keep the game fun for marines in response to such changes? Give them back some of their toys. Make research less CBT for researchers, un-nerf M10, etc etc. Lot of just “revert” PRs that can be done tbh.