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Thread: Xeno Rebalance Playtest Discussion

  1. #1
    Whitelisted Predator MattAtlas's Avatar
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    Xeno Rebalance Playtest Discussion

    11 February Playtest changelog:

    https://cdn.discordapp.com/attachmen...53/unknown.png

    Before tweaking the update I need to gather some feedback, so please tell me what you think of this changelog and what you think of the rounds we tested this in.
    Resident ex-punished Junior Developer and Coder, and ex three-time member of the Yautja Council, two-time member of the Synth Council.

    See with your eyes, my army of flies, when no one's alive...

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    Matt forgot to add why this (or hive memory) was made. It was made to let xenos bounceback but at the same time without making xenos too strong in a late game

    Hive Memory was a bit misguided from my side, but fun nonetheless

    This one is good IMO. During first round Xenos bounced back twice and weren't too strong

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    Yeah playing against elder crushers for example is not a fun experience rightnow. And I'm speaking as someone that likes to play crusher a lot (when playing as alien) and carries hard as them.

    Current elder crusher just cannot be killed as long as you dont fuck up.

    Changes seem very good judging by the rounds I played and should fix said issues with crushers and so on
    Last edited by dasWurmtMich; 02-12-2019 at 08:51 AM.

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    I didn't see much change altogether. The two rounds I played in did feel like marines were getting curbstomped hard, despite winning the almayer defense in the second round, but it didn't feel like anything was much different from the usual curbstomps.

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    The one thing I've been arguing for so long. Glad to see that it's being tested.

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    Quote Originally Posted by dasWurmtMich View Post
    Yeah playing against elder crushers for example is not a fun experience rightnow. And I'm speaking as someone that likes to play crusher a lot (when playing as alien) and carries hard as them.

    Current elder crusher just cannot be killed as long as you dont fuck up.
    1. Add a slowdown effect so it takes the crusher a couple tiles to cancel his charge instead of doing it instantly and abrubtly?
    2. When a crusher hits something but doesn't ram through it, bounce him off and apply a short stun, like on pounce?
    3. Just reduce crusher health a bunch?

    Not sure what else could be done to flesh out the crusher a little better.

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    Personally glad that the Lurker stunlocking capabilities have been reduced, although I'm not a fan of T3 being weakened. Although if those timers are indeed halved it's 100% welcomed

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    Whitelisted Predator MattAtlas's Avatar
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    Quote Originally Posted by Mr.Dbaggy View Post
    Personally glad that the Lurker stunlocking capabilities have been reduced, although I'm not a fan of T3 being weakened. Although if those timers are indeed halved it's 100% welcomed
    T3s have not been weakened, they just lost their elder/ancient strength. In exchange youngs were buffed quite a lot.
    Resident ex-punished Junior Developer and Coder, and ex three-time member of the Yautja Council, two-time member of the Synth Council.

    See with your eyes, my army of flies, when no one's alive...

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    If this goes in, the one thing I'd consider tweaking is mutators to balance for the faster maturity rate.
    Otherwise, this pretty much fixes most of the xeno side's problems.

  10. #10
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    Great change. Next step is nerf xeno speed.
    Former staff, also former Synthetic senator.

    Now just a shitposter and lurker.

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