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I understand that completely silent attack sounds are annoying since one skulk can kill 3 marines if they are not paying attention. Still i'd have an effect for the attack sounds.
I would rather have it so that attack sounds would be 70% or 50% as loud on 3 veils so not completely silent but so that it would have an effect.
Anyways keep up the great work.
That silence doesn't affect attack sounds is mostly a fix for the not working marine flinch effects. If i could figure out why those don't work we wouldn't need to adjust silence.
Furthermore we tried reduced volumes instead for both movement and attack sounds in the first iterations of this mod. But that didn't work out because players perceive the volume of sounds very differently. So for some the sounds were still too quiet or too loud.
Stab is in a way not really usefull due to fades highly depend on being able to dodge incoming fire and hence the tradeoff of higher damage for being a easy target for a short while is not really feasible. Making it avalaible at a lower biomass level wouldn't really change anything in that regard.
The MG damagetype was changed together with the base damage. It stil deals 12 dmg to lifeforms without any weapon upgrade. The issue may lie in the MG being cheaper. And the MG was designed to somewhat soft counter Oni where shotguns are less usefull.
While the Shotgun research time was increased by 30 secs the Fade initial timing was also increased by avg. 30 secs as well. The costs have been increased to 25 with keeping higher skilled teams in mind where marines are very unlikely to loose a shotgun due to teammates recycling them. So the increase by 5 pres has been made to increase the impact of aliens being able to whipe marine weapons significantly.
I will think and pass on the feeback about boneshield and adv. meta so thanks for that.