yes as you have said it is xeno issue, the team with full comms to everyone, live tacmap on everyone and night visions, that is able to designate any point on map with weeds as trackable point and force everyone to track it, and allways working aouncements being unable to coordinate is xenos fault, clearly, as you have said. also ehh this thing might make it in after 9 months waiting, taking away the only advantage multiz gives to marines over xenos [EXPERIMENT] multiz resin structures by cuberound · Pull Request #10622 · cmss13-devs/cmss13 · GitHub (and yes I have made that one). but if xenos are choosing to fight by holding chokes they deserve to loose, the mobile function with better logistics should not be hunkering down at chokes
You can’t flank as xeno without grinding marines down first, hence why you need chokes. With full numbers and strength marines will just run you down in the open (and tyrargo outside of the city is hella open, and in the city it’s multiz hell). You also need to keep your core safe, your caps, etc. You need a safe enough place you can hold for this purpose.
It’s also really weird to blame players for not performing on a level beyond them, while the other side gets everything on a silver plate. Like this is the definition of imbalance. You can win with a weaker weapon than your opponent’s if you put extra effort, but it doesn’t change the fact you have a disadvantage.
Well said. I agree with your assessment.
I almost wrote too much earlier, but we trollin so, all I’m getting from ARG is “skill diff” and ihatethisengine thinks you cant flank marines without dying as if you cant just walk straight at them and kill them. I should watch the twitch vods more, turn into an observer main