Before, the game had one critical moment around 5:00 that decided the game.
Now, it has a 'critical period' between when the second hive is dropped at 4:30 and when shortly after the hive goes up or is knocked down, and one side is taken out from attrittion at the 6:30-7:00 mark.
Before, balance was a slippery slope. There's still an element of that, but now it's more of a tightrope walk.
I've played 2 games of 3.0 that illustrate this purpose absolutely perfectly. I'll recall them here, and then summarize a proposed strategy.
The first game was on Veil, regs on both teams.
Build Order:
IP, Armory, Obs, RT, MT, RT
I tried to get MT as fast as possible, to attempt to allow the marines free movement around the map. I started a two-pronged cap-rush on subsector and pipeline (hive cargo), the subsector one resulting in one dead RC (Alien Res Collector, for future reference.) and two RTs for the good guys. The Pipeline expansion took heavy casuties, but they managed to get C12 up, but it was taken out around when it paid for itself.
Immediately after phase tech went up, I dropped a phase at sub, and ordered all the marines to system waypointing. I sent two people into double to cap it (there was no building here.) and the rest of the team outside cargo. Armor 1 hit right about now, just as I build a PG around the Y-junction, and started setting up a siege point. 50 res in medpacks, 3 sieges later, the hive was down. Cap the node, recycle siege base, head to Dome. Marines moved to north of Pipeline, got a PG up, and dropped 2 HMGs, and 4 Sgs on the ground. Marines moved in, built 2 guns on the stairwell, and held off the lerks and cele-cloak skulks with HMGs. After most of the alien team was dead, marines moved into the hive room and engaged the hive. Hive down at 9:40, end game.
The next game I commed was on hera. Same build order, much resistance met at cargo, but Hera>Holo>N-coridor was open. Went to Arch, phase tech up.
Sent a few marines to pressure maintinance, taken out by aliens defending the building second hive. Marines got a phase in N-Corridor, welded into the cave, and pushed into the hive with shotguns. Stopped in the water by 2 fades, one of which refaded and was rekilled.
Beaconed. Marines march to processing, and take position in the upper room with a phase gate. Sieges against the north wall, hive down 1:00 after the second hive goes up. Cap the two nodes, secure the room, phase back and march to maint. Some screwballs, but 3 marines get there and get a PG up at the west end of Maint. Marines go north, and get a second PG up at the SW end of Vent. Siege base goes up under heavy Onos onslaught, until 'Vermillion' Accidently TKs 3 people with his HMG, then dies shortly after. Siege base went down before the beacon went off. We lost shortly after.
___________END GAME SUMMARY___________
Note that in both games, MT was used to let marines move freely around the map. Marine Mobility is key in 3.0, and if I was a tech-comm, I'd try and go for jetpacks as soon as I could. Otherwise, keep a rapid expansion, requiring the entire alien team to be at a certain place every minute or face destruction. Both games had this element:
First Game:
-Subsector Expansion
-Pipeline Feint
-Cargo Siege
-Pipeline Siege
-Pipeline Shotgunned
Second Game:
-Archiving Expansion
-Processing Feint
-N-Corridor rush
-Datacore attack
-Processing Expansion
-Datacore Siege
-Vent Siege
The fact is, that even the most co-ordinated team will require a good 30 second to get anywhere together, and even then, a whole alien team vs. a whole marine team is an even match. Which means, that whatever you do, you have 30 second to make it count.
Attack 2 places at once with phase gates, or powerbuild one base as fast as possible. Whichever one faces the most resistance, keep only enough guys there to hold off the aliens for :45-1:00, until the other attack can gain force. Then beacon, recycle the phase at the feint, and crush them at the other. Have 1 guy go back to the feint-spot for a quick 1-2 punch.
The key is aggression. If you have marines at the enemy hive, the free upgrades they have, they're never going to use, and vanilla skulks are like candy to marines. Keep the pressure on them, and keep their strengths marginalized. Get HMGs as fast as possible to keep lifeforms at arms length, and have MT to allow marines to move without having to check every corner.