So the GL and flamer are getting a lot of hate from alien players, and rightfully so. However, as UWE tweaks the stats and effects of these weapons, I hope they consider the effects of MAP DESIGN on the relative strengths of these weapons. On feature lacking in these two test maps that are strongly balanced level geometry. If skulks had more places to lie in wait or to flank behind marines with GL/flamer, the power of these weapons would be greatly diminshed. Right now the test maps force the aliens into a mainly frontal assault, which is suicide.
So please UWE - direct level designers to allow skulks to be better counters to higher tech through movement. Some key methods:
- high ceilings
- hidey holes that have to be explicitly checked (i.e., aren't in most efficient movement path)
- vents that let skulks hit chokepoints from behind
- wall geometry that allows efficient skulk vertical AND horizontal movement but is broken up enough to provide cover
- atmospheric entities like steam, fog, or haze
PS - 156 was a great milestone! Thank you!