Wickedtemp wrote:
Marines ALREADY have everything they need to go on the offensive. Assault rifles, shotguns, SADAR, smart guns, grenades, SMG's, knives, revolvers and service pistols, flamers, a shit ton of different weapon attachments, AND they have superior numbers every round. They also have flashlights and flares for light, so the dark caves can easily be lit up, especially now that xenos can't drag the light sources away.
Marines have everything they need to attack, yet they hardly ever do because it's easier to turtle in the FOB, then turtle on the Sulaco when they retreat cause a few xenos showed up and destroy their sentry.
What marines don't get is that they need to push to win, not turtle, otherwise it's a tossup on which side fucks up first. Don't get me wrong, having a fallback point is VERY important, but if the majority of the forces are always there then nothing is going to happen. Sure a few people might get cocky and get caught, or xenos might get in too far and get dead, but it's just going to make the round drag on.
This ties into the issue that aliens ALSO have to push to win, moreso than marines even since their defenses are a lot easier to break down if pushed against and they need hosts to propagate. They ALSO need to learn to MELT LIGHT SOURCES AND DEFENSES. Like seriously, folks. I've had to sprint in as a sent caste and start melting just because no one else had despite there being several others way too many times. Darkness and multiple places to strike from are very important and heavily increase xeno life expectancy. Even if you die distracting some marines to another side, it might be enough to let the others manage something too.
Make some macros, it'll help. Toggle Darkvision is your BEST FRIEND as a xeno. You'll get dead a lot less often if you watch for light sources coming closer rather than for marines through walls. Just, uh, don't get caught on something while you can't see.