Removing old band aid fixes?

There’s a giant list of band aid fixes for old features that are still in the game that I wanted to check to see if maintainers / contributors are interested in getting rid of.

If anyone else has bandaids that they remember on either side be it xeno or marine, please feel free to add to the list below as to keep everything in one thread for them.###

[ The List ]

Evolution locks: The “you cannot evolve to this caste until X time.” I know I had a conversation on the forums awhile ago with Draketh where he said he wanted to get rid of it to reduce the amount of meta/gamey information players had to remember. I wanted to do a check-in to see how he / the team was feeling about it.

Prebuilt defense: There is nothing more frustrating than having to have the map cleared by the other xenos because of dated prebuilt defenses that where made in the early 2000s. ( LV & BR I’m def looking at you.) I was wondering if there was a way to get those removed & going forward with mapping just either not making prebuilt defenses or checking in with xeno players that do a lot of building before pushing the map as not to make pre-built defenses that are nonsensical / have to be removed every round. (1x1 gaps. Doors that lead to walls / dead ends. Giant door chains, etc.) A lot of Queens, hivelords, and drones waste a lot of time destroying prebuilt because a lot of the builds are very dated / cramped.

Evolution Lockout:You cannot evolve back to this caste until 5 minutes are up.” This is strictly to make it so drones cannot go burrow, place a tunnel, de-evolve, and then re-evolve to place another tunnel during the cooldown. However, there have been times where I have de-evolved to go sentinel to help clear stims and then went back to drone so I could help build but couldn’t go back to drone because of the 5 minute lock out. Could the burrower evolution thing be handled in a different way?

Hive Construction Blocker: I want to be very specific with this because I’m the person that told Nanu it should be a thing in the first place. However; the side that the xenos are in should be able to be hived in in its entirety. The hive should not be locked to 3/4 places. The more spots the hive core can be placed, the more different the rounds can feel instead of samey. Meaning if I want to put the hive core on the LV beach; then I should be able too.

Should I be able to put it in engineering / hydro / etc? No. Areas that marines stage from, should stay there’s without a hive core in it.

I strongly believe that marines should have “breathing room” when they first land as not to instantly throw everyone into fob siege and then an evac. There is nothing fun about 20 minutes of prep and 5 minutes of gun fight.

LV: Beach to the caves should be unblocked
BR: Offices & library to the caves should be unblocked.
Hybrisa: Second locks (the ones just before the regular cave choke) should all be unblocked.
Kutjevo: Construction to the caves should all be unblocked.
Trijent: The locks near labs. :slight_smile: all the way to the caves should be unblocked.

[ A Note ]

( I have no idea why locks where blocked when wilderness valley is a hive spot that can be chosen from the selection list. I do know why it was blocked, but I’m saying that why it was blocked is silly. Marines have 6 different ways to go around but always chose to run into the west choke and perish. That is not the hive cores fault that there are 6+ paths in but people always chose the same ones. Xeno players are constantly told to adapt. When we do adapt it is patched out. Why should I continue to adapt into a smaller and smaller box because others refuse to learn? )

Annex: Is actually super free, so it feels fine. But chapel to the regular hive spots, unblocked.
Shivas: Also feels fine since the map is small anyways.

The Fog: Fog on LV. The issue is that all the marines are locked in a cage until X time. Allowing the intel team to run around freely and collect intel; especially if its west gap. One “could” send backliners over to harass but the issue is that marines have absolutely nothing else to do until fog lifts which results in six backliners fighting 30+ people sometimes. Open the fog, let marines do something and that might ease the pressure of LV hyper speed intel runs. In a way, this is another band-aid when really what needs to happen is the intel needs to be more spread out.

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the maps are cluttered with pre-existing things to break by design, they’re not supposed to be perfect fighting arenas roundstart.
serves a few goals, gives xenos something to do, creates some early game movement obstacles for survivors to use, and creates an opportunity cost; any time spent aciding window frames is time spent not building defenses or hunting survs, and vice versa.

Yeah this one is extremely annoying. The fact it only exist to prevent tunnel spam is baffling. Not only tunnels are completely and utterly useless after all the nerfs, but obviously there should be a better way to fix this exact thing without fucking over everyone for no reason. Just yesterday I de-evolved to runner to go Queen, but someone else evolved faster so I got locked from going back to lurker for 5 minutes. Not to mention evo from any T1 into Queen was added to counter this exact problem I just mentioned, but it still persist, just in a different form. So there are many layers of band aids on this one.

To a degree, I agree with this. However, I would say that one of the most annoying things of playing xeno right now is spending 20 minutes on some maps doing nothing but breaking things, and dying because you get stuck on a prop if you don’t. One of the reasons I’m one of the few people who like LV(-624) is because you aren’t required to break much, just melt the table fort, break some fences, melt the armory, and slash the inflatables. Maps like New Varadero, on the other hand, have you spend 20 minutes out of a maybe 50 minute round just breaking things. I’d say that reducing some map clutter could be helpful, even if the aim isn’t to remove it entirely.