Two easy ways to fix xeno balance and to make the game fun (real!!!)

Here are two easy ways that developers could fix xeno balance right now. Double burst is in, xenos are too op. I want marine to be fun as well, and I want xeno to be more difficult then it currently is. Everyone would be happy.

Before you call me a marine only player, here’s proof to the contrary.

Nerf runner dragging speed.

Runner dragging speed is too damn high. Runners drag way too fast for their stature. They’re skinny and don’t have much muscle. I don’t think a cheetah would be able to drag a corpse with armor very fast. Runner drag speed should be nerfed by a third or a half. I believe this would give marines a much easier opportunity to be able to rescue anyone who a runner is trying to cap during queen screech (I DESPISE runners dragging during queen screech, it’s op as sin). People keep saying “just shoot at the runner” or “nade the runner”, but runners drag faster then marines can walk, especially when there’s a ton of weeds around. There’s practically no counterplay, it’s so unfair. Runners can get to walls and thick resin by the time marines rush to stop the queen. There should be more risk when dragging a marine as runner, which is to make them slower, hence letting marines be able to nade runners a lot easier to save a cap. Runners could still be protected by cooperation with tier 3s and others to block the cap as the runner is dragging them to a facehugger or whatever.

TLDR: Runner dragging is way too fast, it’s so easy to get caps as a runner when paired up with queen screech. Nerf it already, please.

Nerf warrior fling.

I just made a post about this. But if you’d for me to explain why warrior fling needs a nerf, here you go. Say you are a new marine who is at their first or second round. You’re planetside, and you’re ready to fight, and WHOOP! Warrior lunged you out of nowhere! You couldn’t see where that warrior is! Warrior slashes you and does a BILLION damage, but the worst part is the warrior has an ability called fling, which they can pair during lunge. If warrior is with other xenos, it’s comically easy to score caps. It’s such an unfun mechanic, one second you’re breathing into the atmosphere and the other you’re a cap. If you get lunged by a warrior into the arms of other xenos, you’re not gonna be resuced. You’re gonna be shoved and hugged. Warrior lunge can be used instantly, right from the getgo. It’s such an unfun feature, warrior lunge needs more risk. If warriors lunge you from resin, the best solution is grenades, but grenades are often very expensive. There has been too many damn rounds where prime warriors sit in the SAME spot and get 20 larva because 10 marines who have no idea what they are doing get round removed instantly as soon as they get lunged. If a marine gets lunged, THEY SHOULD BE ABLE TO REACT FROM FLING. It’s so unfair how they can’t at all. Which is why I propose warrior fling either needs its distance removed, or to have a windup like crusher charge. One of these solutions would give the marine maybe more of a chance to escape and to react from a lunge. Fling is too OP of an ability, I hate how it has zero cooldown and zero windup and lets marines be either unrevivable or a cap when the warrior lunges and flings them into xenos, far from any marine. Pleeease nerf fling.

Thank you for coming to my ted talk. After all my time of playing this game, it’s come to me that the most unfun xenos to play against are runner and warrior. Their ability to get caps is way too strong, it is baby easy to get caps with them. Now that double burst is a thing, getting caps with runner and warrior, which are OFFENSE-BASED CASTES, should be harder.

These changes would fix the game. I am confident they will. I’m not a coder, but maybe one of you will make a pr to implement these changes. I would be grateful, and CM13 would actually be a good game if you nerf runner dragging and warrior fling.

TLDR: Warrior fling needs to let marines react.

Thank you for coming to my TED talk. You need to admit I’m right, if you play marine, runners and warriors are so unfun to fight.

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I think runner screech capping should be buffed

i think so too queen is just too weak rn

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People will clown on this but these are unironically huge annoyances when playing as Marine - only kept in by Xenodevs who main Warrior & Rav

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Since this is in general and not acid goop let me give you at least one non-meme response.

Runner drag? eh, maybe, although the permastun drag across the map will take longer and I am sure the marine will appreciate waiting a few more minutes before finally getting capped and able to ghost/observe. Honestly, I don’t think it would change much: runner able to zoom to a target and start permastunning after a scree is a good part of why they are efficient.

Hard no to the warrior fling. Warriors as-is have a slower drag speed, and are unable to disarm while dealing with a lunge-stunned marine. Without fling they get to move a marine 4 tiles in 3 seconds before they wake up. As a warrior I rely on that fling to do any sort of cap, otherwise I either have to kill them, or they were INCREDIBLY stupid and let me grab them around a corner, to move 3 tiles to teammates. Xenos have a hard time capping without queen, don’t make that aspect worse.

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I would move in the opposite direction. Xenos need more ways to cap without a queen as is, and removing or nerfing the only two mechanics for capping without a screech would be pretty unfun imo. And it’s the job of command to ensure that marines aren’t over-extending or wandering off and getting capped, if they’re failing to do that, it’s on them.

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Marines supposed to die at round start, or else they too strong.

why don’t we do that and remove screech then?

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Sure. Revert lunge-capping nerf. And we can talk.
Revert forced harm on double-attack from lurkers. And we can talk

Give queen alternative, so 1 marine can’t bully her, because neuro-spit got 5 tiles range.
Hard?
WYCI

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We could always change it to how AvP did it, and have marines not actually die when they go down, but go into long crit where they can get hugged and nested and whatever. Would also make defib more lore accurate.

Kinda like how PvE does it…

Edit: this would also just get rid of tackle gameplay. And the only way for you to get capped is to go down normally, so it’d be a total skill issue to go down.

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Here is an idea: Go with that kind of a Resident Evil route of expendable resource allowing you to escape a “grab”.

What that could be? Boot knife. Every single marine gets one chance to break from xeno grab even if stunned, knife gets stuck in a runner for example, gets lost and that runner can’t grab anyone for a couple of seconds.

Thats it. Second xeno can try to grab you, or that first can wait out his cooldown.
Knife has to be in your boots, maybe make it a normal-sized item and it would be perfect.

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i really like these ideas. ive not seen that much difference in xeno gameplay tho, ive seen photos of 2 funny rounds with 60 xenos but not much more so idk

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I am carrying a throwing knife belt then. Every time I get grabbed, I use the boot knife to escape, then take a knife from belt and insert it into boot. Try and grab me 16 times xenos!

You can’t insert new boot knive inside your boot if you are stunned. So they can just try to tacklespam you again, only dragging goes on cooldown. It requires a second xeno for getting dragged into brazil.

It was thought out, ya know? All it does is giving you a couple of seconds for your marine pals to help you so that singular runner with Queen doesn’t fuck you up. You can carry 100 knifes on you, it won’t extend your chances much besides that first drag cancel.

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oh I see, it only disables the ability to grab, leaving you there getting tackled in place for…probably 5 seconds til he grabs again…hm…

That is a better option than slowdown drag. Probably only affect runners unless you want scree to be capless more often than not. Still it kinda sucks when xenos are on the backfoot, queen has a T3 or 2 and a runner, and now often times the runner isnt capping anything during a scree. I do like the 2 marines alone in backlines with a runner getting a 2 or 3-tap stun off to now fail to grab and drag to brazil. A single marine alone and the runner could wait it off.

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These ideas in isolation aren’t half bad but the reality is that this would only further encourage the usage of queen screech for capping.
Warriors already got nerfed TWICE in their ability to cap. Their tackle strength got nerfed and then so did the fact that now they’re forced to harm attack anything they lunge for quite a while.
As someone said above, lurkers are forced to harm attack when they lunge, same as warriors, etcera.

THESE WERE ALL NERFS TO REDUCE THE ABILITY OF XENOS TO CAPTURE.

And now what? People complain about the fact that they still can cap? That’s part of the fucking game. It’s a lot harder for them to cap and there’s a lot more opportunities for marines to suicide or react than before. Maybe you get flung into an egg zone but thats part of the game, if xenos set up good traps and defenses to let warriors use the most of their abilities, you gotta counterplay that.

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That might look at it, but having 3 things considered unfun/unfair at first, then getting two out of those three things nerfed, it doesn’t make that one left any better.

Nobody sane has a problem with xenos capping lone marines, but there is a problem that you can be easly capped while around other marines. Queen’s screech has that potential, warrior had, but doesn’t anymore.

There is no counterplay for a quantum lunge working behind corners other than having a marine with slug shotgun walking just behind you, there is no counterplay for Queen’s screech + runner cap other than another group of several marines just 8 tiles away from where Queen screeched and then them immediately rushing.

Main frontline capping should be pretty much non-existant. That is why backlines and flanks exist.

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Just don’t go into lunge range of a warrior unless you know its safe