Bring back APC at 120 pop but make its armor weaker, but its speed faster, so its like ARC but with better utility (since it has a mobile gun + more transport capacity + ability for surgery on the go so the front doesn’t get wiped immediately from 2 well placed queen screeches).
Problem solved; an overextending APC can get punished just like ARC can right now, but its good utility + speed means you cannot just kill it without putting in some effort (like going backline and setting up a lurker + drone road block and shaking the APC down for money – I mean marines).
Headlights have been gone for a long time now, someone thought it was overpowered for some reason, and made the Van pretty much useless unless you have a Synth driver.
I agree though we need the APC back in some form, I miss it a lot.
You sure? I was under the impression they were removed because survivors were always using the Van, and someone didn’t like that for whatever reason. Also since it’s been so long and it hasn’t been fixed I assumed there was another reason other then just being broken, hmm…
Propose xeno nerf
“WAAAAAGGGGHHH!! SALT THREAD!! SKILL ISSUE! GIT GOOD!”
Propose marine nerf
"That would make xenos scary finally (scary as “deadly”, not actually scary).
Idem utrinque
Remove tank - I was always saying that.
Improve not remove you say? Make it weaker and 2x2. Call it “tankette”. Problem fixed.
For now lock it to 300 pop and only on those bigass dense maps, so it gets stuck and runner kills it.
I would be fine with lowering tank pop if it did not block ARC, tank is streight up marine nerf and it removing arc at the same time makes it uber suck
Yet balance hasn’t been shaken, it is still about 50-50 of who wins, depending on if it is highpop and lowpop.
Wasn’t lurker added like a year ago? I would count that as xeno buff.
If people only nerf and nerf and nerf and nerf xenos and only buff and buff and buff marines, how it is that marines don’t have 80% winrate?
Ah, it’s quite simple. The marine badness conservation law. The more xenos get nerfed the more sloppy and more entitled the marines get to compensate, hence the balance stays the same. Good times, weak men and all.
Two i could find without having the “but this is somehow a marine buff” used as a counter argument.
Anyways back to the main topic: Don’t lower tank pop, instead give APC at a lower Pop because giving marines tank at a lower pop will make the game easier because high pop tank is balanced out by the xenos having more.
dont add fucking apc back i swear to god im going to drive to the cm server box and forcedeploy tgmc codebase if i get bodyblocked by a fucking apc ever again
Introduces Xeno tecpoints, brings in the king so xenos have a proper chance to win FOB sieges.
“Xenos dont get anything”
Legit though, its a good bit harder to introduce new shit for xenos then marines.
Anything new for xenos means you either have to balance it to fit ontop an existing cast, make a new cast/strain, or give xenos something new entirly.
Meanwhile for marines you just have to like, make a subtype of an already existing gun and switch the numbers up a bit. Completly new gun that you could implement.
Also, btw the “nerf to weeds” is a gameification of the rules. Not really a nerf. Infact, if you read Nanus Pr you migth see that if that orange gas works out well weeds basicly get a big buff.