Why do Marines get resources faster than grunts?

Who’s bright idea was it to have Marines collect rss faster than Grunts? Also, why do Grunts just run around in circles much more frequently than Marines? It’s so -Yoinking!- stupid😑.

Because grunts have stubby legs.

Marines gather resources faster? I didn’t know that was true. You sure it wasn’t a leader power?

> 2533274927740213;3:
> Marines gather resources faster? I didn’t know that was true. You sure it wasn’t a leader power?

I didn’t know that either. They seem to get them at same speed to me.

Grunts do like to run in their circles though…

Its true, its been said a multitude of times on other forum threads. They need to be equal on rss gathering speed, they are supposed a really smart race.

> 2535434480089651;5:
> Its true, its been said a multitude of times on other forum threads. They need to be equal on rss gathering speed, they are supposed a really smart race.

But they have stubby legs.

> 2533274927740213;3:
> Marines gather resources faster? I didn’t know that was true. You sure it wasn’t a leader power?

-Yoinking!- positive. I’ve seen it with EVERY banished leader.

Yep, this is definitely true. Grunts take a significant amount of time longer. I think this is because grunts are cheaper, but that doesn’t matter when both side begin the game with 2 squads.

Really, the collection rate should be kept the same. However, the Banished leaders should start with 3 grunts, instead of 2, to set population and recourse values constant in the early game. Two marines can take a hook early, 2 grunts cannot. That’s a bit imbalanced.

I have confirmed this myself. I never really thought about it but now that I am wth???
“Move your stubby legs!”

> 2533274924073601;8:
> Yep, this is definitely true. Grunts take a significant amount of time longer. I think this is because grunts are cheaper, but that doesn’t matter when both side begin the game with 2 squads.
>
> Really, the collection rate should be kept the same. However, the Banished leaders should start with 3 grunts, instead of 2, to set population and recourse values constant in the early game. Two marines can take a hook early, 2 grunts cannot. That’s a bit imbalanced.

3 grunts are worth 300 supply, 2 marines are worth 300 supply. There’s your answer as to why 2 grunts can’t cap a power node.

> 2533274821521504;10:
> > 2533274924073601;8:
> > Yep, this is definitely true. Grunts take a significant amount of time longer. I think this is because grunts are cheaper, but that doesn’t matter when both side begin the game with 2 squads.
> >
> > Really, the collection rate should be kept the same. However, the Banished leaders should start with 3 grunts, instead of 2, to set population and recourse values constant in the early game. Two marines can take a hook early, 2 grunts cannot. That’s a bit imbalanced.
>
> 3 grunts are worth 300 supply, 2 marines are worth 300 supply. There’s your answer as to why 2 grunts can’t cap a power node.

Yes, I said that in my post.

I’m saying the banished should start with three grunts to set these values equal. Otherwise, it’s imbalanced from the start. 300 supply to start vs 200 supply to start.

I think the power difference for recourse difference is fine, but the lack of a third grunt squad imbalances the earliest parts of the game a bit.

> 2533274924073601;8:
> Yep, this is definitely true. Grunts take a significant amount of time longer. I think this is because grunts are cheaper, but that doesn’t matter when both side begin the game with 2 squads.
>
> Really, the collection rate should be kept the same. However, the Banished leaders should start with 3 grunts, instead of 2, to set population and recourse values constant in the early game. Two marines can take a hook early, 2 grunts cannot. That’s a bit imbalanced.

No. I get tech 2 a good 30 seconds faster as UNSC and 30 seconds is EXTREMELY IMPORTANT early game.

> 2533274924073601;11:
> > 2533274821521504;10:
> > > 2533274924073601;8:
> > > Yep, this is definitely true. Grunts take a significant amount of time longer. I think this is because grunts are cheaper, but that doesn’t matter when both side begin the game with 2 squads.
> > >
> > > Really, the collection rate should be kept the same. However, the Banished leaders should start with 3 grunts, instead of 2, to set population and recourse values constant in the early game. Two marines can take a hook early, 2 grunts cannot. That’s a bit imbalanced.
> >
> > 3 grunts are worth 300 supply, 2 marines are worth 300 supply. There’s your answer as to why 2 grunts can’t cap a power node.
>
> Yes, I said that in my post.
>
> I’m saying the banished should start with three grunts to set these values equal. Otherwise, it’s imbalanced from the start. 300 supply to start vs 200 supply to start.
>
> I think the power difference for recourse difference is fine, but the lack of a third grunt squad imbalances the earliest parts of the game a bit.

Oh I see. Yes I do agree the starting units are pretty much screwing the Banished even further.

Having 3 grunts would be imbalanced too, having 3 collecting units isn’t the solution.

For me it’d be best if there were no starting units at all.

> 2533274821521504;13:
> > 2533274924073601;11:
> > > 2533274821521504;10:
> > > > 2533274924073601;8:
> > > > Yep, this is definitely true. Grunts take a significant amount of time longer. I think this is because grunts are cheaper, but that doesn’t matter when both side begin the game with 2 squads.
> > > >
> > > > Really, the collection rate should be kept the same. However, the Banished leaders should start with 3 grunts, instead of 2, to set population and recourse values constant in the early game. Two marines can take a hook early, 2 grunts cannot. That’s a bit imbalanced.
> > >
> > > 3 grunts are worth 300 supply, 2 marines are worth 300 supply. There’s your answer as to why 2 grunts can’t cap a power node.
> >
> > Yes, I said that in my post.
> >
> > I’m saying the banished should start with three grunts to set these values equal. Otherwise, it’s imbalanced from the start. 300 supply to start vs 200 supply to start.
> >
> > I think the power difference for recourse difference is fine, but the lack of a third grunt squad imbalances the earliest parts of the game a bit.
>
> Oh I see. Yes I do agree the starting units are pretty much screwing the Banished even further.
>
> Having 3 grunts would be imbalanced too, having 3 collecting units isn’t the solution.
>
> For me it’d be best if there were no starting units at all.

From testing, it looks like marines gather recourses about 1.5 times as fast as grunts. As a result, 3 grunts would make the collection rates the same. I don’t think this would change much overall, just make it more fair to banished starting the game.

wow, didn’t consider this… all along i was at a disadvantage.

> 2533274855759629;2:
> Because grunts have stubby legs.

“Move those stubby legs!”
He said it, Not me!

> 2533274927740213;3:
> Marines gather resources faster? I didn’t know that was true. You sure it wasn’t a leader power?

Its true! It is annoying! I believe it was to compensate for the 50 point cost reduction for Supplies though.
Seriously look at the cost difference! No wonder grunts are cheap, they literally knock-offs, haha!

> 2533274855759629;2:
> Because grunts have stubby legs.

Move your stubby legs!!!

I cant say if this is true, but if so, arent grunts cheaper to make then marines? If so, I would think this as the reasoning.

> 2600962820510266;19:
> I cant say if this is true, but if so, arent grunts cheaper to make then marines? If so, I would think this as the reasoning.

Yes they are but it puts banished at a huge disadvantage early how does it make sense to anyone