Renomaki wrote:Surely there has to be better ways for marines to push without speed being a factor?
Before, we had a lot of cases of rambos chasing after HUNTERS to ream them up the ass with hot lead. Marines hauling not just armor, but a backpack full of standard issue supplies and a gun should not be able to run as fast as an alien born to move swiftly with nothing to burden it.
Now, marines can't just run down xenos like they are part Sonic the Hedgehog. On the other hand, rather than inventing new tactics to compensate, they just resort to crippling themselves and the marines as a whole for the sake of speed, which just hurts everyone as a result.
Pushing, for marines, is basically a game of tug of war. They push, kill one or two xenos, and are pushed back. Think of it like dumbed down trench warfare.
Having the ability to properly attack the xenos without having to resort to standing near-still is very important if you're not looking for the chain-routs that send 100 marines back to the sulaco because they lost six. The only way for the marines to die en masse is for them to get caught overextending into the nest, if the marines are too scared to push because they are too slow whenever doing so, they're all gonna stick near the bridge or otherwise and fall back as they take one or two deaths, and eventually end up retreating and turtling the FOB or hangar camping the rasp.
Whenever the marines push, they kill one or two xenos. If the xenos are worth their salt, they push back, and remove a few helmets, maybe capture a marine or two. This continues, back and forth, until one side makes a decisive move. Either the marines push into the xenos and overpower them, or the xenos continue pushing into the marine ranks on their counterpush and end up throwing them into a retreat through overwhelming force/a nice flank or well timed boiler bombard. This new update makes running away from aliens while still shooting at them (so they can't just run up right behind you and gut you) much more difficult, as whenever you're holding a gun and able to shoot it, the faster castes are two or three times as fast as you are and can much more easily evade you.
A smaller list of things that the speed nerf makes even more difficult apart from the major one above.
Buckshot (can't get close enough for it to be properly used besides the small chance that a xeno pounces and misses and is not right next to you.)
Xeno pushes (marines are just gonna sit in the FOB, unable to properly form an offense, and retreat whenever you kill six of them and ugl you all in the rasp)
Dragging back wounded, dead, or otherwise incapacitated marines (gg anybody on the front lines who wants to drag back a dead guy if they're barely able to move as they come back? Xenos will just take them off to the corner of the colony as always.)
Leading marines (Nobody's gonna listen to a push order if pushing into the enemy is suicide)