Considering how skulks used to be set up, 3.0 has definitely hurt skulk gameplay. In 1.0x and 2.0x, skulks at least had a chance of running up to a marine from a medium distance away. Now, in 3.0, the only way skulks can take out marines is by ambushing them, they've been forced into having to use guerilla tactics. The fact that skulk bites have a knockback effect only screws them over even more.
The changes to skulk gameplay coupled with some horrible maps (gameplay wise) such as ns_ayumi (two hives have rather long hallways from which marines can camp and shoot anyone spawning or running at them), and ns_metal (many, many long, open hallways, especially around marine start), skulks really don't have much of a chance anymore.
I dislike 3.0 for the sole fact that it makes rambos so effective, to the point where actual teamwork isn't all that necessary. A lone marine can set up a tfac, turrets, stave off incoming skulks, and before anyone knows it the hive is down. I blame all the people that constantly whined in 1.0x and 2.0x that "Marines never win". Marines won plenty of times in the games here on the Lunixmonster, and it was all due to one thing: Teamwork. Cooperating with your fellow marines and listening to your commander's orders was key in winning games in 2.0, but everyone just wanted to run off and shoot stuff like it was Quake with different aliens. So, the move was made to make the people happy but unbalance the game more.