This bugfix translates to another alien buff (sc's, innate regen, shotgun falloff, faster/free upgrades), and it can stack with the others quite drastically...
In b5, I would've agreed that if you'd gotten every marine back in the spawn for a beacon, they shouldn't have been able to break loose again with 2 aliens on the pg. But with the aliens being generally stronger, it's not really a 'good' bugfix, balance-wise.
At a 2-hive siege situation, or a rush (Not saying it's a smart move doing a rush at 2hives unless they're completely unaware of it, and you have a full team of lvl2 shotgunners), people will die a lot because of upgraded leaping skulks flying in at record time. You need that beacon/pg rush tactic now, since it's unfair to assume mid-game marines will be able to hold off your basic alien team. (RT Chewing skulk, 1-2 fades, lerk, 1-2 gorges, 1-2 upgraded Leaping Skulks).
Now you can either up the upgrade gestating time to slow down the skulkmobile rushing in, or make it possible to beaconrush the PG as a final ditch effort, or both. I'd like both.
I think right now the Aliens are absolutely near perfect, balance wise, aside from some lifeform balances (which I wont bring up). However, its not either side that needs a nerf, its another side that needs a buff.
Myself, I'm not a big fan of the "ninja phase" tactic. Just like Grendel said, one PG shouldnt equal a dead hive if its anywhere near it, its just too easy to get someonet that close. I believe people need to start using PGs differently first. Instead of a foward rush into an alien hive, why not have a group of marines move in, secure the area, then build the PG? If you have a constant flow of marines comming through the cooldown shouldnt matter as much, as well as if your outpost's defenses are placed well.
Overall I think players are still trying to ninja or rather something similer and getting aggervated that they cant. When something changes you have to change how you use it.
Comments
In b5, I would've agreed that if you'd gotten every marine back in the spawn for a beacon, they shouldn't have been able to break loose again with 2 aliens on the pg. But with the aliens being generally stronger, it's not really a 'good' bugfix, balance-wise.
At a 2-hive siege situation, or a rush (Not saying it's a smart move doing a rush at 2hives unless they're completely unaware of it, and you have a full team of lvl2 shotgunners), people will die a lot because of upgraded leaping skulks flying in at record time. You need that beacon/pg rush tactic now, since it's unfair to assume mid-game marines will be able to hold off your basic alien team. (RT Chewing skulk, 1-2 fades, lerk, 1-2 gorges, 1-2 upgraded Leaping Skulks).
Now you can either up the upgrade gestating time to slow down the skulkmobile rushing in, or make it possible to beaconrush the PG as a final ditch effort, or both. I'd like both.
Myself, I'm not a big fan of the "ninja phase" tactic. Just like Grendel said, one PG shouldnt equal a dead hive if its anywhere near it, its just too easy to get someonet that close. I believe people need to start using PGs differently first. Instead of a foward rush into an alien hive, why not have a group of marines move in, secure the area, then build the PG? If you have a constant flow of marines comming through the cooldown shouldnt matter as much, as well as if your outpost's defenses are placed well.
Overall I think players are still trying to ninja or rather something similer and getting aggervated that they cant. When something changes you have to change how you use it.