As I stated before marking makes building a lot of easier, removes another tactical aspect of game and makes it require less teamwork - in 1.1 when you are moving a base you have to find at least 1 other player to help you, and when you find one that cooperates with you, it gives you a lot of fun. In 1.2 you can do it alone. I find doing something alone in a team-based game boring.
people seem to be forgetting that in 1.1 human base moves are extremely risky(sometimes even with good teamwork), while alien base moves are effectively zero risk. marked deconstruction doesn't balance it out, but it does make it much closer.
I find these points of view rather simplistic. It's not so cut and dry.
@Asvarox, you're not doing anything alone, you're still doing it for the team. It's just become easier to do it by yourself. I find that too many human base moves and fallbacks fail because you can't coordinate two builders well enough. And that's a communication problem. Solutions are obvious: either provide better communication (which is not guaranteed, even with VoIP), or simplify the job of building for individual players so perhaps you can manage better without 2+ builders.
@kevlarman, I wouldn't go as far as to call alien base moves "zero risk". If you don't do it right you're going to mess it up for your team just as well. And a granger is much easier to kill than a ckit suit.
The basic differences are exactly two: eggs can power structures, and the adv grangers have wallwalk and thus extra mobility. This makes it easier for a single granger to escape the humans long enough to rebuild OM and an egg. But like I said above, there are other aspects that balance this.
IMHO, marked decon is a very fine middle ground for mitigating both base moves and malicious decons.
@Asvarox: regarding camping. If you camp as a naked rifleman in S1 it's understandable. Even advisable: if you lack the skills, at least don't feed the dretches.
But if you camp in S2 with larmor+helmet+pulse or in S3 with lucisuit, then it's either because the aliens are completely pouring it on and it's all you can do to survive... or it's a psychological problem. It's this last issue that's a real problem in Trem: humans with good enough equipment who nevertheless camp.