Why do marines get their hand held in every way?
Temphage
Join Date: 2009-10-28 Member: 69158Members
- ARC cannons. Tech 1 and only require a single upgrade, and are relatively cheap. Used for breaking sieges and can fire through walls. Why is this even a thing? How could the marines possibly have a need for such a weapon? Between Exos, grenade launchers, and egglocking, it's the ALIENS who have a harder time breaking a marine turtle. In fact, an alien turtle almost isn't even a thing that exists.
- Faster respawning, less downtime, more pres. Dropped guns can be rescued so they get free upgrades. They spawn with a pile of extremely powerful upgrades and can put up a fight directly from the IP.
- Weapon / Armor upgrades. Tech 1, requires no expansion. They don't have to visit an armory or spend time and pres getting a top-of-the-line LMG and new suit of body armor, they just 'have' it, no matter where they are or what they're doing.
- Armories nearly instantly restore ammo, health, AND armor. How could anyone seriously think that this was a good idea?
- Observatories. Tech 1, completely counters the entire Shade upgrade tree in a huge area through walls around it. Commander can then use pings anywhere on the map, even where he has no power, and see everything he wants. Motion tracking offered as completely free upgrade.
- MACs. Your base got busted up? You don't even need to dedicate marines to defense and repairs. Aliens buy themselves absolutely no time by attacking and not destroying a marine base. Just crank out a few dirt-cheap MACs and free your soldiers from the despair of actually repairing things. Meanwhile, aliens get a cute little guy whose whole job is to hold down M2, and an 'automated unit' that's totally useless and gets stuck behind half the hives you spawn it at.
- Power nodes are almost totally optional. Most marines don't even bother building them unless they REALLY want buildings there. It takes only 12 seconds to build one with a welder, and they're completely free, and they never need replacement, only ever repairs.
- Maps are lit up like a hospital. Even after a power node is destroyed, emergency lighting clicks on that is just as bright, if not brighter than before.
- Power nodes are incredibly strong. So strong, in fact, that I usually see aliens just going for the extractor in the room, because it's not worth wasting time destroying the completely free-to-replace-and-repair power node.
- No need to expand, just grab a few res nodes. Marines can turtle their way through most of their tech tree and still come out strong.
- Phase gates, sprint, recall, and dropping weapons for extra speed completely mitigates any mythical 'speed advantage' that the aliens have. Bonus points for the melee attack with the LMG as well.
- Much more effective HUD and UI, including a minimap.
- Sentries that operate completely independently of power situation, can shoot Fades through blink, have perfect accuracy against everything.
- Commander assists that can be dropped anywhere at any time. Not even limited to rooms that have power.
So yeah. Let's not even talk about alien vs. marine balance. Let's talk about why aliens *do* require more skill and precision, and have many more things to worry about and concern themselves with, whereas marines get the most absurd free ride they've ever had in any version of Natural Selection. The biggest frustration for me are the damned power nodes. They're free, they hardly limit the commander, they're so strong that nobody even bothers setting up sentries to defend them, and most aliens just don't bother because they cost nothing to replace.
I'll give you an example of some potential depth: Make it so only MACs can fix a power node. This way, the marines will have to escort a MAC all the way, and MACs - which are extremely slow at building - will have to spend time fixing it up. Which would be highly important, if unpowered areas were extremely dark and the commander couldn't do anything in those areas except issue orders.
No, instead any idiot with a welder can fix it up in 12 seconds. 12 lousy seconds.
This isn't really about balance, this is just about how one-dimensional, hand-holdy, and massively dumbed-down everything on the marine team seems to be to me. I think some of it is <i>causing </i>balance issues, but this is more about <i>why do half of these features even exist?</i> Why would anyone have thought that a 12-second long sprint that lets marines run as fast as a Skulk was a good idea, and made for good gameplay?
- Faster respawning, less downtime, more pres. Dropped guns can be rescued so they get free upgrades. They spawn with a pile of extremely powerful upgrades and can put up a fight directly from the IP.
- Weapon / Armor upgrades. Tech 1, requires no expansion. They don't have to visit an armory or spend time and pres getting a top-of-the-line LMG and new suit of body armor, they just 'have' it, no matter where they are or what they're doing.
- Armories nearly instantly restore ammo, health, AND armor. How could anyone seriously think that this was a good idea?
- Observatories. Tech 1, completely counters the entire Shade upgrade tree in a huge area through walls around it. Commander can then use pings anywhere on the map, even where he has no power, and see everything he wants. Motion tracking offered as completely free upgrade.
- MACs. Your base got busted up? You don't even need to dedicate marines to defense and repairs. Aliens buy themselves absolutely no time by attacking and not destroying a marine base. Just crank out a few dirt-cheap MACs and free your soldiers from the despair of actually repairing things. Meanwhile, aliens get a cute little guy whose whole job is to hold down M2, and an 'automated unit' that's totally useless and gets stuck behind half the hives you spawn it at.
- Power nodes are almost totally optional. Most marines don't even bother building them unless they REALLY want buildings there. It takes only 12 seconds to build one with a welder, and they're completely free, and they never need replacement, only ever repairs.
- Maps are lit up like a hospital. Even after a power node is destroyed, emergency lighting clicks on that is just as bright, if not brighter than before.
- Power nodes are incredibly strong. So strong, in fact, that I usually see aliens just going for the extractor in the room, because it's not worth wasting time destroying the completely free-to-replace-and-repair power node.
- No need to expand, just grab a few res nodes. Marines can turtle their way through most of their tech tree and still come out strong.
- Phase gates, sprint, recall, and dropping weapons for extra speed completely mitigates any mythical 'speed advantage' that the aliens have. Bonus points for the melee attack with the LMG as well.
- Much more effective HUD and UI, including a minimap.
- Sentries that operate completely independently of power situation, can shoot Fades through blink, have perfect accuracy against everything.
- Commander assists that can be dropped anywhere at any time. Not even limited to rooms that have power.
So yeah. Let's not even talk about alien vs. marine balance. Let's talk about why aliens *do* require more skill and precision, and have many more things to worry about and concern themselves with, whereas marines get the most absurd free ride they've ever had in any version of Natural Selection. The biggest frustration for me are the damned power nodes. They're free, they hardly limit the commander, they're so strong that nobody even bothers setting up sentries to defend them, and most aliens just don't bother because they cost nothing to replace.
I'll give you an example of some potential depth: Make it so only MACs can fix a power node. This way, the marines will have to escort a MAC all the way, and MACs - which are extremely slow at building - will have to spend time fixing it up. Which would be highly important, if unpowered areas were extremely dark and the commander couldn't do anything in those areas except issue orders.
No, instead any idiot with a welder can fix it up in 12 seconds. 12 lousy seconds.
This isn't really about balance, this is just about how one-dimensional, hand-holdy, and massively dumbed-down everything on the marine team seems to be to me. I think some of it is <i>causing </i>balance issues, but this is more about <i>why do half of these features even exist?</i> Why would anyone have thought that a 12-second long sprint that lets marines run as fast as a Skulk was a good idea, and made for good gameplay?
Comments
Are we playing the same game?
Are we playing the same game?<!--QuoteEnd--></div><!--QuoteEEnd-->
Nothing I'm saying is new.
There's threads from others complaining about the armories.
There's threads from others complaining about the power nodes and their general irrelevance.
There's threads from others complaining about sprint.
There's threads from others complaining about their ability to jump forever.
There's threads from others complaining about Observatories and sensor scan completely negating Shade upgrades.
There's threads from others complaining about the moronic map lighting.
There's threads from others complaining about the lack of a minimap or hivesight for aliens.
There's threads from others complaining about the uselessness of Hydras compared to sentries.
Things like MACs allowing marines to get away with being brainless idiots who don't want to have to weld, the ARC cannon being a thing, and the marines' complete independence from needing to expand to tech points are my own. So if you'd please tell me what's so wrong about this?
Honestly, having worked on Black Mesa, the best way I can summarize it is this: There is a lot of thought behind each decision in the development process that's difficult to follow from the community side, especially when you haven't quite seen every single beta test and development version they had. "Oh man, do you guys remember the build where we gave Skulks assault rifles, and Marines got riot shields? GOD did that go horribly." "Yeah, and now the community is asking for them..."
I'm not saying to just trust in everything the development team does, but think of it this way: The game JUST came out. I'm sure months down the road, everyone will be using strategies no one's even though of now. It's such a complex game there are sure to always be overlooked elements. I think the one big issue upon release is the aversion to playing as aliens that causes marines to win just a bit more.
Power nodes aren't optional at all because you use them where you want a phase gate, armory or really any marine structure. How is that optional. Why should marines have to build every power node?
Power nodes take 16 seconds for one solo Onos. If they are smart they have another few buddies there and it takes under 10 seconds...
Aliens have the ability to solo a lot more, a good Onos or Fade will wreck any group of marines. If the marines are destroying you, the aliens let the marines get too many resource towers and get too many upgrades.
You are basically trying to judge balance in games with a bunch of new players. I highly doubt you are playing on some server that is full of vets. Prove me wrong though.
Point is, aliens have to make sure they maintain a cyst chain, and respond quickly to attacks. Cysts are killed in about three seconds with an axe, cost money, and if nothing is done, they will cost a lot MORE money.
Nodes cost nothing, their loss doesn't do much immediate damage to the marines, they're easily replaced, and most of the nodes in the maps are never even used, because it actually hurts marines more to build on them, since it does allow the aliens to finally turn off power in an area.
There is a level of depth to the aliens. There is very little depth to the marines. That's the point here. These forums are clogged with fanboys going "LOLOLOL ALIENS U SHUD L2P".
Why should I? Why don't the marines have to "L2P"? Tribes is a shooty game too, but it's still got a lot of depth to it, and there's a lot to figure out and understand, instead of just 'point and click on the bad guys and smash spacebar when they get close'.
But really you go make a game and work on it. and then when you do go make your perfect game that no one has ever been able to do come give UWE pointers on how to do it.
oh and emergency red light being better and more clear than the actual power?! are you HIGH!?
I say let's just wait for the NS: Classic mod so we can enjoy the best possible gameplay without any compromises for a more casual crowd.
The Thirsty Onos springs to mind. It's bright as hell with the emergency lights. There's also several areas, mostly hallways I've seen where the red lighting is quite obviously just filling the area and is not even emitted by any sort of actual light, leaving no dark corners at all.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Power nodes aren't optional at all because you use them where you want a phase gate, armory or really any marine structure. How is that optional. Why should marines have to build every power node?<!--QuoteEnd--></div><!--QuoteEEnd-->
Ignoring RTs, that means that the marines would need two power nodes - one at their main base, and one at their only other tech point. Phase gates, RTs, in fact just about everything besides the comm chair are destroyed faster than the power node. The power node should be the marines' weak point. They should be surrounding them with sentries, and struggling to save them.
An Onos can destroy them? Well good for the Onos. It takes 14 bilebombs which takes an eternity without adrenalin to take one down.
I was in a game today as a marine. we were backed into warehouse aliens owned the map, most of the team pushed server while i was double exo with 3 welders took the all the way to shipping and pushed into elevator the last hive and we lost because the aliens had better teamwork while ours was falling apart. they had onos egg one after another we just couldnt keep up with the team res i went through 4 to 5 double exos with my own pres and they still had more for onos than we did. then we lost when a gorge and 3 onos hit our power to main base and lost almost instantly soooo anyways power is kinda important to marines it cripples everything, aliens dont have an insta kill like marines do
Try killing a Hive and see what happens.
Which takes way longer to kill as one player than a power node does. Unless you are talking about a dual Exo, which is way more vulnerable than an Onos ever will be.
If you're asking for a more aggressive robot that no longer shoots threw walls I'm all for it
Aliens wave spawn and I've had 8 eggs pop at once after dropping in a Shift. . . Marines definitely pay more for respawn, but feels way more reliable
The marines could get a nanite animation when their new gun appears complete with a full clip when they were previously empty if you prefer
Armories may appear to heal a lot when marines actually only have a small amount of health. . . Hive healing Onos is insanely huge
Observatories are expensive and risky to drop anywhere else on the map beyond the base and pings get expensive fast
If the enemy is using camouflage it's like a pit that you throw res in if you're serious about using it as the counter
If you built a robotics just to have 1 or 2 MACs sitting in your base you just wasted a ton of res compared to getting welders
Power Nodes costing 1 res seems fine, but not combined with the gruelingly long time it takes to repair one without a welder
Marines would lose like crazy without those speed advantages
I don't even want to think about how strong they would need to be to balance the game if those were all removed
You can't tell if a building is unbuilt on the map so the Marine UI still has holes in it
Sentries were abusive when they were based on room power because you could shove one in every corner
Aliens do need something that can disrupt health and ammo drops. . . maybe a shade?
<i>(actually that would be hilarious. . . hallucinated health and ammo appears as the shade blocks it!)</i>
There's threads from others complaining about the armories.
There's threads from others complaining about the power nodes and their general irrelevance.
There's threads from others complaining about sprint.
There's threads from others complaining about their ability to jump forever.
There's threads from others complaining about Observatories and sensor scan completely negating Shade upgrades.
There's threads from others complaining about the moronic map lighting.
There's threads from others complaining about the lack of a minimap or hivesight for aliens.
There's threads from others complaining about the uselessness of Hydras compared to sentries.
Things like MACs allowing marines to get away with being brainless idiots who don't want to have to weld, the ARC cannon being a thing, and the marines' complete independence from needing to expand to tech points are my own. So if you'd please tell me what's so wrong about this?<!--QuoteEnd--></div><!--QuoteEEnd-->
People complain about most things anyway, even when they are changed the complain that the change isn't good enough or not what they wanted. But to your original post, most of what you said is a bit of a problem and i agree with a lot of it.
I disagree, which is where all these LOLOLOL L2P posts are coming from.
As a marine, I spend about 90% of my time shooting things, and 10% of my time holding 'e' on something.
As an alien, you have to - as the fanboys valiantly defending the game will attest to - use ambush tactics. Poor aim is punished far worse than it is for marines. You have to be sneaky, outsmart the enemies, and know how and where to strike to be effective. Playing a Fade requires extremely fast reflexes, excellent aim, luck, and timing.
As a marine, I just hold M1 and point at the white circles until it dies, and then smash my spacebar when the white circles get close. I never go into a place with no power and think 'wow I'm at a disadvantage here because the comm can't help me', I know that he can spam medkits all over anywhere he wants. All he has to do is drop a sensor ping and I'll know if there's anyone in the area.
No the LOLOLOL L2P post are coming from the fact you complain about everything.
if you think the game is imbalanced, watch some competitive match vods on youtube - there are loads. you might find it hilarious that high level competitive players lose while playing as marine, IMPOSSIBRU!
there are some things marines do better, and there are some things that aliens do better... that's the nature of an asymmetric game. the meta balance couldn't be much better aside from the steeper learning curve for alien at low skill level.
if you think the game is imbalanced, watch some competitive match vods on youtube - there are loads.
there are some things marines do better, and there are some things that aliens do better... that's the nature of an asymmetric game. the meta balance couldn't be better.<!--QuoteEnd--></div><!--QuoteEEnd-->
Its really not... but the fact his posts are making people think the game is balanced and he is just a winging idiot... just makes things even worse.
Fades suck due to no hp/no focus/armour heal armouries.
Due to fades sucking Carapace = essential.
Due to egg lock Shift = essential.
Due to the above Shade = sucks.
Due to fade = sucking Onos = essential = early onos = OP...
The problem is that alot of the problems are derived from other problems.
Fixing other problems will make half of his list no longer a problem.
However instead of picking up on key points that cause problems he instead just lists
every feature in the entire game as broken and in return people start to think everything
is perfectly balanced and he is just a troll.
if you think the game is imbalanced, watch some competitive match vods on youtube - there are loads. you might find it hilarious that high level competitive players lose while playing as marine, IMPOSSIBRU!
there are some things marines do better, and there are some things that aliens do better... that's the nature of an asymmetric game. the meta balance couldn't be much better aside from the steeper learning curve for alien at low skill level.<!--QuoteEnd--></div><!--QuoteEEnd-->
I just watched a clip someone gave me of a bunch of competitive alien wins.
Every single one of them hinged around a 5-minute Onos. The presenters started off excited about it, but by the end they didn't really care, because the 5-minute Onos was so mundane and predictable, and the only way for the Aliens to compete at the massively stagnant midgame where they suffer the most.
That's terrible, for both teams, AND for the game.
Why are aliens able to lose all upgrades and marines never lose any besides the prototype stuff?
Why do I have to evolve every upgrade upon respawn while marines get armor and weapons without doing anything?
Why do I have to wait 20-30sec for a higher lifeform when as a marine I just have to press a button and get my weapon/exo instantly?
Why do I have to walk a minute around as gorge to get where I needed just to die halfway from a lone marine because I can't use vents when marines just need to walk through a phase gate?
Why do I have to wait up to 12 seconds before I hatch while as a marine I just need to wait for the 'warping' animation to finish?
Why to I have to constantly stop and press c to know where I'm going while a marine gets a nice mini-map and individual movement orders from his com?
Why do I feel like a useless squishy frog after spawn which has to hide an pray (especially lategame) while as a marine I feel like I can kill anything as long as it doesn't ambush me?
I don't say that it is unbalanced or particular unfair for aliens, but it isn't just as fun as I think it should be. For example if I would instantly respawn after dying as a alien I wouldn't mind it so much that I feel so squishy and have to wait for higher lifeforms, but I somehow seem to spend more time waiting then playing. You could arguably say that I'm just a bad alien, but shouldn't a game still be fun for a bad player?
Also as alien commander I mostly feel pretty isolated from the actual gameplay... I can't really order my units around, I can't really actively help my teammates, I basically just try to spread creep non-stop where ever I can and build upgrade buildings praying my mates don't suck. It just isn't very fun for me to do nothing more then pressing Q - A - A - A - A - A - S - etc in succession, but I often have to because a game without a commander is even less fun.
Commanding aliens just feels more like work than a game.
The devs and most beta testers know 5 minute Onos is a problem... Your incessant balance complaints are quite entertaining though. Keep up the good work.
Every single one of them hinged around a 5-minute Onos. The presenters started off excited about it, but by the end they didn't really care, because the 5-minute Onos was so mundane and predictable, and the only way for the Aliens to compete at the massively stagnant midgame where they suffer the most.
That's terrible, for both teams, AND for the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
cool story bro...
i just watched a bunch of alien wins where they didn't make a single onos. just fades, lerk and skulk.
The devs and most beta testers know 5 minute Onos is a problem... Your incessant balance complaints are quite entertaining though. Keep up the good work.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think this are balance complains in essence and more 'fun'-complains.
-Well, 15 res is not cheap considering they are severely limited and the fact that their armor disappears when deployed.
-Spawning times depend on IPs/eggs and dropped guns go away in 30 seconds.
-Skulks don't have to pay for carapace/celerity either, unlike NS1.
-They have a limited ability to heal and and weld armor and abusing it slows the process semnificantly.
-Passive motion tracking severely limited defensive ability.
-By the time marines can afford MACs for base maintanence, aliens either already lost or have bile bomb to melt them in seconds.
-Jusy no, emergency lights offer sup par vision, even with the flashlights.
Fix your gamma, please.
-Nope, they do that because by the time the node goes down, the RT will get recycled.
Plus, a node goes down in 10 seconds with 3 or more skulks, it's easy to complain things take too much time to kill when you don't use teamwork. :)
Let's not forget that nodes let aliens can easily end the game with a well organized base rush if the obs is down and marines are too greedy. NS1 had no nodes and the aliens needed to deal with it.
-Not without a 2nd CC they can't and without prototype lab tech they can only delay the inevitable with GL spam.
-Possible issue on bigger maps like Veil, maybe they'll get something like Nydus later on.
-Most veteran players tend to find it annoying and prefer the C minimap.
Meanwhile aliens gets something that's actually useful, like nightvision and hive sight.
-Sentries are pretty worthless.
-Medpack showers often tend to fail and turn into wasted res.
Conclusion:
Balance speculation and theory-crafting this early after release and with all the noobs running around is a quite silly and fruitless endeavor.
- Faster respawning, less downtime, more pres. Dropped guns can be rescued so they get free upgrades. They spawn with a pile of extremely powerful upgrades and can put up a fight directly from the IP.
- Weapon / Armor upgrades. Tech 1, requires no expansion. They don't have to visit an armory or spend time and pres getting a top-of-the-line LMG and new suit of body armor, they just 'have' it, no matter where they are or what they're doing.
- Armories nearly instantly restore ammo, health, AND armor. How could anyone seriously think that this was a good idea?
- Observatories. Tech 1, completely counters the entire Shade upgrade tree in a huge area through walls around it. Commander can then use pings anywhere on the map, even where he has no power, and see everything he wants. Motion tracking offered as completely free upgrade.
- MACs. Your base got busted up? You don't even need to dedicate marines to defense and repairs. Aliens buy themselves absolutely no time by attacking and not destroying a marine base. Just crank out a few dirt-cheap MACs and free your soldiers from the despair of actually repairing things. Meanwhile, aliens get a cute little guy whose whole job is to hold down M2, and an 'automated unit' that's totally useless and gets stuck behind half the hives you spawn it at.
- Power nodes are almost totally optional. Most marines don't even bother building them unless they REALLY want buildings there. It takes only 12 seconds to build one with a welder, and they're completely free, and they never need replacement, only ever repairs.
- Maps are lit up like a hospital. Even after a power node is destroyed, emergency lighting clicks on that is just as bright, if not brighter than before.
- Power nodes are incredibly strong. So strong, in fact, that I usually see aliens just going for the extractor in the room, because it's not worth wasting time destroying the completely free-to-replace-and-repair power node.
- No need to expand, just grab a few res nodes. Marines can turtle their way through most of their tech tree and still come out strong.
- Phase gates, sprint, recall, and dropping weapons for extra speed completely mitigates any mythical 'speed advantage' that the aliens have. Bonus points for the melee attack with the LMG as well.
- Much more effective HUD and UI, including a minimap.
- Sentries that operate completely independently of power situation, can shoot Fades through blink, have perfect accuracy against everything.
- Commander assists that can be dropped anywhere at any time. Not even limited to rooms that have power.
So yeah. Let's not even talk about alien vs. marine balance. Let's talk about why aliens *do* require more skill and precision, and have many more things to worry about and concern themselves with, whereas marines get the most absurd free ride they've ever had in any version of Natural Selection. The biggest frustration for me are the damned power nodes. They're free, they hardly limit the commander, they're so strong that nobody even bothers setting up sentries to defend them, and most aliens just don't bother because they cost nothing to replace.
I'll give you an example of some potential depth: Make it so only MACs can fix a power node. This way, the marines will have to escort a MAC all the way, and MACs - which are extremely slow at building - will have to spend time fixing it up. Which would be highly important, if unpowered areas were extremely dark and the commander couldn't do anything in those areas except issue orders.
No, instead any idiot with a welder can fix it up in 12 seconds. 12 lousy seconds.
This isn't really about balance, this is just about how one-dimensional, hand-holdy, and massively dumbed-down everything on the marine team seems to be to me. I think some of it is <i>causing </i>balance issues, but this is more about <i>why do half of these features even exist?</i> Why would anyone have thought that a 12-second long sprint that lets marines run as fast as a Skulk was a good idea, and made for good gameplay?<!--QuoteEnd--></div><!--QuoteEEnd-->
Wow, its funny seeing people say "l2P n00b" who have no idea that some of these ideas have been tried, sadly they where early on when marines really struggled due to framerate, lag and other issues.
They as a result where changed but I do agree that marines do get their hand held...a lot.
~Arcs, I think should be 2 tech point to stop them being used for late game turtles (stops aliens being able to build a forward base near marines last spawn).
~Spawn, shift aside alien spawn rates are terrible, then their is the whole spawning naked as aliens but battle ready for marines. Choosing upgrades whilst dead as aliens has been suggested many times and we may yet see this implemented in a later patch (along with choosing location).
~Weapon, Yes the marines should be forced to have more than 1 tech point to get w3,a3...whether the max level is linked to simply 2 tech points or 3 I think is a balance consideration.
~Armouries, They should not heal armour or only advanced armouries should be able to, armoury humping at forward bases is very common and makes hit run almost impossible as aliens.
Sure they slowed down the rate it can heal at but if they can phase through re-enforcements this doesn't make much difference.
~Observatories, Shade should counter by default and cause incorrect circles to show up instead of real ones (a commander ping should correct this temporarily)I think it ok for obs to be tech 1 but Phase should be 2 tech point (as once you have 2 tech points you have a need.)
~Macs are ok, no major issue with them.
~Power nodes, Should cost Res to Repair (maybe 3 res) but apart from that I like that they dont just fall apart and take a little work.
Frustrating that it costs marines nothing to repair.
I liked the patch where marines had to have a welder to repair them (you could not repair without a welder) as it meant you where forcing marines to dip into their economy to fix (either comm dropped PG or marine purchased).
Marines have their hands held...those who say otherwise have their head buried in the sand, considering that people say aliens is harder to learn (as we have spent our lives playing FPS) this design path seem very strange.
I have put a lot of if down to the hit reg issues and hope that now the codes more stable some better balancing will occur.