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dunno for lower difficulties but gaunts feel like they trivialize the early game by having 2 free spammable units, maybe make them weaker or increase production time? also agree with @Squilliam, i dont think the problem lies with the tunneling cost but rather the fact that you get to have multiple options for tunnel expensive units which combined with the adaptations starts costing alot
I used the same cost-to-influence ratio that the new Space Marines got (they can also use the Drop Pod early in the game).
The downside of earlier usage is a higher cost.
Those fast-travel abilities are really strong, and they should come with a price. Maybe it’s a bit too high for the Tyranids, but I’ll keep testing it for now.
i Mean: It can be pretty frustrating when 3–5 mid- to late-game units suddenly appear right in front of an undefended city.