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The maps in competetive play post build 254

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I'm sorry if this has already been brought up, I wasn't exactly sure what to search for.

In build 254, aliens now require a 3rd hive to drop fade and onos eggs. This means, if you lose your first fade, you're not going to have it replaced unless you get up to 3 bases.

I'm not saying wether or not this is imba in itself. What I'd rather say is, the current maps are imbalanced for this change. Look at veil for example - if marines just tech lock one of the hives, aliens are screwed. Even if they have nanogrid, it doesn't matter because they can't spend the resources they get from there. Even on a maps like summit where there are 5 tech points, it's still relatively easy for the marines to contest the 3rd hive location.

The only map I can really think of, where this change makes sense - is tram with aliens spawning north. This is the only map where aliens actually have a reasonable chance to get that 3rd hive up, and it's because they get that easy 2nd hive in either warehouse or server room, and then have a pretty fair contest between elevator transfer and repair room.

I think if this change is going to stay, we should first of all have static spawns on tram to ensure marines don't get top spawns, but also create some more maps in the similar idea of tram - in the sense of letting aliens have an easy 2nd natural expansion, and 2 or maybe even 3 evenly contested tech locations.

Thoughts?

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