Neuro can be good and bad.
You might have godlike RNG and constantly hit 5 tile neuro stuns past several barricades.
Or you might fail a neuro just as you get into buckshot range and just get instantly decimated as a Sentinel.
And yes, ive reliably hit 5 tile shots and play Xeno when im tired of not getting Spec roles.
https://gitlab.com/cmdevs/ColonialMarines/issues/5549
Something like this.
Resident ex-punished Junior Developer and Coder, and ex three-time member of the Yautja Council, two-time member of the Synth Council.
See with your eyes, my army of flies, when no one's alive...
that feel when marines get new weapons, armor, and attachments to change gameplay drastically and let them customize their character while xenos still dont have any mutators besides off weed healing lol
A lot of the marine changes are a lot easier to code than new mutators for xenos;
Adding a new gun is just a new sprite and some stat adjustments - it's more fill-in-the-blanks. Adding a new type of pounce for runners actually requires figuring out how to code/implement that. It takes a lot more time to do the latter than the former.
You'll notice almost every bit of new marine equipment/feature is basically a variation or expansion of something that already exists.