as the tournament this weekend proved, 2.0 for clan play isnt totally balanced. there has to be a way to slow down the huge alien expansion in the beginning. The hive evolution restriction sorta works, but it hinders the mid and late game play. For what its worth, heres my 2 cents.
1. equalize starting res: as it stands now, the aliens have a 50 res advantage right off the bat. then as they drop 2-4 nodes inside of 30 seconds, they have a well built economy in the first minute. to try and curb this huge rapid expansion, lower the starting alien res. to make it so that the gorges cant build an rt from the start would instantly hinder the growth. In conjunction with, or maybe alone, increase the beginning marine res. so that they can begin to tech or expand right off the bat like their alien counterparts.
My scenario would be to drop alien beginning res to 20 each and increase marine res to 120 as to allow both sides equal opportunity to build their economies and begin teching up.
2. Increasing alien rt cost. (using this alone or somewhat in conjunction with point 1) By increasing rt costs, again, aliens cant go and drop a bunch of nodes right off the start; this gives the rines the time to secure a few nodes and have an equal opportunity to win.
3. final point, as soon as the second hive is up, and u have tier 2 upgrades, the aliens for the most part, cant be beat. There has been one occasion in my experience in which there was somewhat equal skill on both sides and the rines came back after the all important 2nd hive was finished and mc/dcs were employed. a bunch of oni, fades, lerks and got killed in a rine ambush by shotguns and gren launchers, after that, it was back and forth for awhile until the rines got ha, then they ha/shotty rushed the hives, gg for the rines. If the hive cost is increased to the 2.01c level, (tournament was using b), the rines have suffcient time to tech up and have a chance at winning.
go ahead, begin the flaming