In other words, having acid tubes

squirt acid if they are being damaged, even if they don't detect an enemy. This would help to hurt humans who try to fire around a corner at the sides of a tube so as not to get damaged by it. Except for the Dragoon's barb, aliens don't get to attack human structures without getting fired at, while often humans can creep just far enough around a corner to kill a tube without the tube detecting them. I know that tubes should be built well so this problem is minimized, but even when they are built right they don't always fire when a human
can fire at them from up close. (meant 4 1.2, but I guess applies to 1.1 as well)
Reasons for this:
*** Humans can repeatedly and effectively defeat alien defenses without taking the damage they were meant to while attacking. Aliens cannot inflict damage on human bases without being targeted and fired upon in one form or another, with the exception of the dragoon's barb. The dragoon barb only becomes available at stage 2, while humans can damage and kill acid tubes at any stage. This represents an element of imbalance, if only situational. From observation, though, this may and does happen multiple times per match, so I hesitate to classify it as situational.
*** Acid tubes do little damage anyway, and have a limited range that makes them very weak. They don't deserve, on
top of that, to be taken out by enemy action almost for free. A non-damaging barricade is more effective in protecting a base then a set of 2 or 3 acid tubes, that's how weak

's are.
*** Both teams start out with an s1 defense that is meant to be effective during two stages of progress. Only at s3 does each team get a better defensive buildable. However, the human turret does a far better job of holding its own well into stage 2 (s2 alien attacks), than an acid tube does against humans when
they have reached s2. (Think flamer with it's increased ammo and nades. Helmets too allow humans an greatly increased life time when in range of acid tubes.)
This is an attempt to make a weak buildable at least moderately more effective without changing its defensive or offensive numbers.