Arguing that the loot changes to CC were an âunintended effectâ or were bad for the map overall is kinda boneheaded honestly.
Before those changes, and even before the queen maturity rush slime that is common now, it turned the entire map into a single point of failure 1:30 slop match. If you exclusively play xeno then yeah im sure itâs fun to have all the survs capped or not worth bothering with a minute into the round I guess, but it really just wasntâ a fair expectation on players to all know that they need to be in this location (with explosives) and out before drones evoâd or they just lose.
This meant 90% of CC rounds you spawned in with like 2 people who knew what to do and a bunch of people who donât know all the stupid ass meta strats, and the round is over one way or the other before xenos can evo off drones.
the PR then intentionally spread the loot more equitably throughout the map so that you actually have a reason to spread out and look for things as opposed to sprinting to the absolute one spot on the map that has everything you need (and which cannot be gotten anywhere else)
for people who donât have a surv meta IV attached directly to their veins, every building should have something worth visiting it inside it-- and the early stage of surviving should be making choices and tradeoffs about what buildings are worth visiting as the threat of t he enemy slowly increases. By nature this means that a surv team with really good teamwork are gonna be able to more effectively split up and secure different pieces of loot, whereas a less strong team that requires sticking together to fight off weaker enemies or to find items/their way will be less so. The dropship having all the guns, ammo, metal on the entire map was the absolute antithesis to this design goal, and meant that if you didnât know that all the loot on the map was in one spot and that you were gonna have to fight 10 drones for it a minute into the round it was cooked.
To get onto another point, the dropship rush was never actually contestable for xenos if the survs did play it right, there was a literal timed to the second guide for how to secure it all before drones evoâd.
as far as the scout helmet goes I agree itâs too free atm. Calling down a supply drop from the marines is supposed to be a cool almost easter egg that is hard to do not just part of the part and parcel rush.
There is still the issue of the queen emergency maturity rush as well, and honestly I find the fact it even is an issue extremely depressing.
- Xeno players complain about survs rushing the hive while theyâre extremely underprepared with just drones and no core or queen to drive them off (esp. during lowpop where a couple of decent survs could pretty easily just end the game before marines landed.)
- Queen panic maturity is added so that if survs get greedy and try to rush and frag the immature queen they get BTFO
- Queens immediately turn and cheese this mechanic to instead rush the survs with a queen that is matured 5 minutes earlier than theyâre supposed to be and before theyâve had a chance to get ammo or anything.
itâs a truly sad display of bad sportsmanship and should honestly be worthy of an exploiting ban until itâs fixed. The RTO pack on chances is kinda untouchable atm because of that as well, if you try and actually fight over the western dropship like the old times.
Something Iâve noticed playing survivor is a lot of players actually become completely dependent on these supply drops (even back before the scout helmet and stuff) and just kinda⌠do nothing at all if they donât get one. If they donât get the radiobag they just kinda flop down and go âok its over we loseâ which I never understood-- getting a marine supply drop is by far the least reliable thing to rely on in order to survive. Tyrargo has a similar deal where despite the RTO being pretty tricky to reach a lot of players seem to see it as the only viable option and will happily run themselves into 5 drones and die to try and grab it. That is to say the âfelt valueâ to the average surv roller appears to be much higher for the supply drops than the actual value of a marine drop to surviving.
Another interesting thing Iâve noticed about âsurv psychologyâ if you will, is that when it comes to loot caches like this thereâs an intense greed that persists even after it gets people killed repeatedly. A good example being the crate push from the dropship on CC, something that hasnât been viable for months and which people still try and do-- itâs not that hard to get in and out of the dropship with a few items if you are quick and smart about it but trying to take the whole thing with you is a near guaranteed death. The same thing happens on white antre and on tyrargo where people will try and greed/crate up all the loot and get killed for it(Both of those maps play very similarly to old CC with centralized loot caches that are extremely competitive early game in the first ~2 minutes of the round.)
edit:
something I forgot to mention is that if/when req does dump a bunch of plasteel or whatever on the survs itâs usually honestly a bit of a self grief for marines later in the round. even on chances LZ1 where the hold is kinda part of the defacto âfobâ later in the round that metal is mostly gonna be wasted on cades that suck for anything but a surv hold. When playing surv on chances I usually donât actually want metal from req I donât need it, the only thing req has that I canât get elsewhere easier is just like. Basic mk2 mags and armor. stuff like grenades and flamers with normal fuel are obviously pretty nice as well but far from required.