Balance is a relative thing in CM.
Who gets to say what is balanced and what�s not?
Last edited by Heckenshutze; 06-12-2019 at 12:05 PM.
Is the dev goal still like a ~60-40 xeno win rate?
Of late, I don't really feel like the game is super mechanically unbalanced, although there's definitely been a firepower creep for marines over the years with the only comparable xeno addition being warrior grabs, with regenning armor being sorta a nerf.
The thing I've noticed is that with tackle and nuero RNG being reduced, capturing has become super difficult outside of a good queen/carrier partnership. This coupled with the massive numbers xenos are fighting and the very slow armor regen is throwing things out of whack. Some rounds are truly a slog on the xeno side, and I'm trying to not let my xeno bias show. But when you win the planet and there's still around 100 marines left on the ship, and your numbers have hovered around 30 the entire time, it can be very discouraging. Especially when 5-6 grenades can stun lock kill everything except for crusher and queen. And there's lot of grenades.
Again, I do have some bias but I'm trying to suppress it.
Last edited by kroack; 06-13-2019 at 04:39 AM.
It's opinion, but rounds where the Xeno are actually strong then you are more enjoyable than those were you're stronger than the Xeno. Rounds where the Marines just crush the Hive and you never even fire a shot aren't very fun and when it's all over in 60 minutes, the whole thing seemed rather pointless. Obviously, not everyone is gonna agree and some people just want to win, but Xeno generate more RP than just a balanced death-match aspect would.
I prefer the struggle of fighting a better opponent, not so strong that Warriors or Runners can run in the middle of an entire squad and just YOINK someone.
But enough where it actually has to come down to tactics at the general view and skill of the individual.
Its impossible to balance around the skill of individuals cause thats dynamic and never static. So the best they can do is keep fucking with numbers or some shit until it works. I dont know tho, I'm just a Whitelist guy.
The hard thing is, I feel like, that balancing very low xeno numbers against very high marine numbers is really, really hard without stretching the survivability of the average xeno to outrageous degrees.
My most immediate suggestion would be to remove boxes of grenades from squad req, I see marines running around with just HEFA crates, pistols, and flamers. That's ridiculous.
edit: Another thought is that, bias incoming, most rounds it really feels like the xenos are the underdogs. I don't know if any marine mains feel the same way recently.
Last edited by kroack; 06-14-2019 at 02:07 AM.
anyone who thinks grenades are balanced right now is a player that has no skill and cant get kills any other way. Theres like 7 boxes of HEDP at round start, thats like 200 grenades. UGL can load 2 grenades and launch them all the way across the screen. The grenades have a 5 tile stun radius so you dont even have to get close to what you hit. The timer on them starts when its in the air so they blow up like 1 second after they hit the ground unlike thrown grenades. So you have almost no time to run away from them (since its a fucking 5 tiles radius.) Anyone can get a UGL it comes on the fucking m41. The stuns on grenades last forever its like a 5+ second stun depending on how close you are to it. You can chain stun over and over, especially b18. You can use the fucking UGL without wielding it so you dont even get slowed when running around. You can even meme and carry 2 m41s and just run around chain stunning with 4 grenades before having to reload so you are a slightly poorer version of the b18.
Anyone defending grenades is a retard and cant get kills without them.