What Xenos Need

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kastion
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Re: What Xenos Need

Post by kastion » 07 Nov 2018, 08:08

Guys our prayers have been answered.

Carrier now will drop more goodies upon death. By goodies, I mean horrible things. Horrible things the Company might want...
Carriers are now faster at planting eggs.

I think they might have gone overboard and unbalanced the game though.

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Re: What Xenos Need

Post by Ketrai » 07 Nov 2018, 17:36

kastion wrote:
07 Nov 2018, 08:08
Guys our prayers have been answered.

Carrier now will drop more goodies upon death. By goodies, I mean horrible things. Horrible things the Company might want...
Carriers are now faster at planting eggs.

I think they might have gone overboard and unbalanced the game though.
So they drop huggers on death and they can place eggs faster? I mean, doesn't sound that insane. You just get more memey combat hugging drones? And well, I guess a lot more infections if the carriers place em well.

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Re: What Xenos Need

Post by GoliathTheDespoiler » 07 Nov 2018, 18:36

does placing eggs still cost 20 plasma as carrier
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Re: What Xenos Need

Post by kastion » 07 Nov 2018, 22:15

Ketrai wrote:
07 Nov 2018, 17:36
So they drop huggers on death and they can place eggs faster? I mean, doesn't sound that insane. You just get more memey combat hugging drones? And well, I guess a lot more infections if the carriers place em well.
i was being sarcastic, this is the first xeno change i can remember in a while and it doesnt do anything.

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Re: What Xenos Need

Post by SolubleWhenWet » 07 Nov 2018, 22:27

*cough roleplay cough*
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Re: What Xenos Need

Post by Ketrai » 08 Nov 2018, 02:26

kastion wrote:
07 Nov 2018, 22:15
i was being sarcastic, this is the first xeno change i can remember in a while and it doesnt do anything.
mhm, does seem like marines have been getting more love lately! But I know there are plenty of accepted suggestions for benos. Question is when they're going to be worked on / finished.

One of the bigger ones being the neurotox rework with chems instead of instant stuns. Hopefully better than last time it was tested... I think it could OD and it was the bane of all marines.

I'm excited to see burrower changes. Most of them don't impact them directly, but could make him more of a dedicated trapper than the carrier. Potentially reduced plasma cost for resin holes, the ability to make sticky resin holes that temporarily immobilize a marine (Although only drones/prae/hivelords can fill em. More readily available than huggers/gas/spit) And the ability for praetorians and boilers to generate some acid sacks slowly, that can be used to fill traps. Burrowers will also come to knock everyone over for half a second around the tile they emerge to cause chaos and a bit more leeway before being shot up.

Various quality of life changes. hunt/stalk as a warrior toggle. Queen won't keep overwatching when shot in ovi.

Xenos won't be able to get stunned possibly, but as a tradoff wounded xenos get slowed.

And finally, the ability for xenos to wait before they pop out a tunnel, so they don't run into a group of marines blindly.

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Re: What Xenos Need

Post by ThePiachu » 08 Nov 2018, 05:05

Well, the carrier changes were simple. The egg placing speed should be noticeable, especially when you have lazy hive Drones and have to plant 10 eggs at once.

As for the bigger xeno changes - the shakeup in the dev team left us with fewer people to work on major changes and other things are currently taking priority. Unfortunately, Marines have a lot of small things that can be tweaked, while xenos have fewer but bigger pieces.

But I'll see what I could do in the near future...
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Re: What Xenos Need

Post by Garrison » 08 Nov 2018, 05:32

ThePiachu wrote:
08 Nov 2018, 05:05
Well, the carrier changes were simple. The egg placing speed should be noticeable, especially when you have lazy hive Drones and have to plant 10 eggs at once.

As for the bigger xeno changes - the shakeup in the dev team left us with fewer people to work on major changes and other things are currently taking priority. Unfortunately, Marines have a lot of small things that can be tweaked, while xenos have fewer but bigger pieces.

But I'll see what I could do in the near future...
Regardless, thanks for painting us a picture of whats happening. It's assuring to get acknowledgement from the Devs on stuff like this.
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Re: What Xenos Need

Post by GoliathTheDespoiler » 09 Nov 2018, 02:46

ThePiachu wrote:
08 Nov 2018, 05:05
Well, the carrier changes were simple. The egg placing speed should be noticeable, especially when you have lazy hive Drones and have to plant 10 eggs at once.

As for the bigger xeno changes - the shakeup in the dev team left us with fewer people to work on major changes and other things are currently taking priority. Unfortunately, Marines have a lot of small things that can be tweaked, while xenos have fewer but bigger pieces.

But I'll see what I could do in the near future...
i haven't tested yet but does it still cost plasma for carriers to plant eggus?
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Re: What Xenos Need

Post by ThePiachu » 09 Nov 2018, 02:51

GoliathTheDespoiler wrote:
09 Nov 2018, 02:46
i haven't tested yet but does it still cost plasma for carriers to plant eggus?
Yes
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Re: What Xenos Need

Post by GoliathTheDespoiler » 09 Nov 2018, 06:33

ThePiachu wrote:
09 Nov 2018, 02:51
Yes
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Re: What Xenos Need

Post by kastion » 09 Nov 2018, 09:27

losing intrest bad in xenos. Every update marines get something that makes them stronger even if its just a little change it all adds up. Xenos get nothing while we have classes like spitter that are pointless because sentinels are better, the burrower who is still completely useless, and classes like crushers that just dont have enough stats for what tier they are. We still have the problem of all young being completely useless including t3. I dont want to start int he middle of the round and take 700 ticks to be useful. This game is just not fun for xenos right now.

its been almost a month and a half since the burrower nerf that made 3 castes weaker. Even before that it was like a month since they added the larva bursting changes and the evo changes which imo dont even help anyways with the new deploy time of 1215 and the fact no one wants to play xenos so more larva dont mean anything. Its just been so long it seems like the devs dont give a shit at all. The project nightmare changes are trash as fuck with that stupid bridge and the devs havent done ANYTHING to address it for over a month. Yet when we had double evo and were kicking marines ass they nerfed it in 1 day. Didnt even give marines a chance to adapt to just fighting older xenos just straight nerfed it. This shit is so frustrating.

Devs dont even tell us anything in the works so theres no transperancy and nothing to look forward to so we just sit here wondering if they even care. Gitlab is such trash no one even comments or looks at it besides players.

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Re: What Xenos Need

Post by Simo94 » 09 Nov 2018, 10:15

the upgrade and evolution system needs to be looked at, I really hate being stuck as T1 or T2 with the next slot being locked or no Ovi and by the time its open you are already Elder or Ancient and evolving then is such a huge waste.
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Re: What Xenos Need

Post by Swagile » 09 Nov 2018, 11:22

Simo94 wrote:
09 Nov 2018, 10:15
the upgrade and evolution system needs to be looked at, I really hate being stuck as T1 or T2 with the next slot being locked or no Ovi and by the time its open you are already Elder or Ancient and evolving then is such a huge waste.
this is why i only play xeno if im first generation or second generation

if your third generation or later, 90% of the time you will never get T2 or the major fun fighting is over by the time your Elite T1 or Ancient T1 (when you actually have a modicrum of usefulness)

its just not worth waiting; might as well tab out and watch youtube or play a different server / game if you don't get second generation (or third generation in a losing hive, anything further than that is a waste of time)
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Re: What Xenos Need

Post by Ketrai » 09 Nov 2018, 12:44

Swagile wrote:
09 Nov 2018, 11:22
this is why i only play xeno if im first generation or second generation

if your third generation or later, 90% of the time you will never get T2 or the major fun fighting is over by the time your Elite T1 or Ancient T1 (when you actually have a modicrum of usefulness)

its just not worth waiting; might as well tab out and watch youtube or play a different server / game if you don't get second generation (or third generation in a losing hive, anything further than that is a waste of time)
This so hard. If you want people to play xenos, just make sure there are enough benos at the start of the round... I don't care if I evolve slower as a first gen, if I at least get to play at round start. Waiting 20+ minutes for the larva to burst is so boring. Not that I don't enjoy playing marine, but benos just have this lil spot in my heart. There can be so many freaking marines, and they can join the whole round through... Why make it a pain for benos to start up? There's always too many furhosts anyways, they never get filled at the start of the game until like 20 marines have died and husked. Literally, it's almost a heavy priority to kill the survivors, just because they can occupy benos later. Balance the game around everyone with xeno pref starting at round start, instead of 5 people getting abstained from playing rounds in a row, or urged on to play marine. It's like a benefit in disguise for those muhreens. can even give a random half of them like 1/4th evo/upgrade speed for the start of the game, or first 30 minutes. Or even none, just let them play lol.

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Re: What Xenos Need

Post by TheMaskedMan2 » 11 Nov 2018, 11:53

I would like to see a general Xeno spit rework in general. A few ideas i've had, mostly revolving around the use that Neurotoxin has, and Corrosive spit. I think we can all agree that Neurotoxin is useful, but a little bit of a meme, and that Corrosive spit is positively useless in the current gameplay.

Personally, let's start with something that applies to both spits, accuracy. Xeno accuracy is weird, it feels off, and I think range should be more of a general consideration to take that as a spitting Xeno, for both types. I think ideally, Xeno spit should have a damage/effectiveness fall-off with range, but also have the ability to point blank. Let's put this as an example, imagine a spitter spits at someone from across the screen, with this, it should probably not hit, and if it does, it only does a small amount of damage. This can be visualized as the acid glob losing density as it travels through the air.
But, on the other hand, Xeno spits should NEVER miss at very close range, and also you can get a guaranteed "Point-blank" vomit barf if you are right next to someone, this does MAX damage. Individual variables to be adjusted. This can lend Xeno spitter castes and corrosive spit to be useful at varied ranges, as well as more reliable in combat.

This should ALSO apply to neurotoxin, but I am of the opinion that Neurotoxin should be completely reworked from it's current state. My idea is that neurotoxin should inject a chemical. (Amount depending if it was point blanked or from range, much like acid vomit.) This chemical can cause PAIN. It's a very simple change, and with high enough doses causing pain, it essentially stuns/paincrits marines until it is out of their system, perhaps an OD causes a bit of toxin damage? This makes neurotoxin less of an INSTANT STUN meme, to more reliable in combat long term, on overloading Marines on pain chems over time. You will no longer get insta downed out of combat by stuns, but if your standing around getting peppered with Neuro, you are probably fucked.

Tl;dr: Let me point blank with various spits. Rework neurotoxin memes, and make corrosive spit more reliable.
((Also give Praetorian it's range back, thanks.))
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Re: What Xenos Need

Post by Swagile » 11 Nov 2018, 12:04

TheMaskedMan2 wrote:
11 Nov 2018, 11:53
I would like to see a general Xeno spit rework in general. A few ideas i've had, mostly revolving around the use that Neurotoxin has, and Corrosive spit. I think we can all agree that Neurotoxin is useful, but a little bit of a meme, and that Corrosive spit is positively useless in the current gameplay.

Personally, let's start with something that applies to both spits, accuracy. Xeno accuracy is weird, it feels off, and I think range should be more of a general consideration to take that as a spitting Xeno, for both types. I think ideally, Xeno spit should have a damage/effectiveness fall-off with range, but also have the ability to point blank. Let's put this as an example, imagine a spitter spits at someone from across the screen, with this, it should probably not hit, and if it does, it only does a small amount of damage. This can be visualized as the acid glob losing density as it travels through the air.
But, on the other hand, Xeno spits should NEVER miss at very close range, and also you can get a guaranteed "Point-blank" vomit barf if you are right next to someone, this does MAX damage. Individual variables to be adjusted. This can lend Xeno spitter castes and corrosive spit to be useful at varied ranges, as well as more reliable in combat.

This should ALSO apply to neurotoxin, but I am of the opinion that Neurotoxin should be completely reworked from it's current state. My idea is that neurotoxin should inject a chemical. (Amount depending if it was point blanked or from range, much like acid vomit.) This chemical can cause PAIN. It's a very simple change, and with high enough doses causing pain, it essentially stuns/paincrits marines until it is out of their system, perhaps an OD causes a bit of toxin damage? This makes neurotoxin less of an INSTANT STUN meme, to more reliable in combat long term, on overloading Marines on pain chems over time. You will no longer get insta downed out of combat by stuns, but if your standing around getting peppered with Neuro, you are probably fucked.

Tl;dr: Let me point blank with various spits. Rework neurotoxin memes, and make corrosive spit more reliable.
((Also give Praetorian it's range back, thanks.))
no chems please or else it will start a new meta like KeloDerm that completely negates anything you do as a xeno

medics will just bring flush chems and make your 2 tile / point blank spit useless, even though for xenos that range is INSANELY dangerous due to PB and sentinel / spitter caste not being that fast either

that or make neurotoxin a hard drug to counter, like requiring special chems instead of standard stuff, or make neurotoxin do a base amount of pain damage (like acid burns do)
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Re: What Xenos Need

Post by kastion » 11 Nov 2018, 12:04

TheMaskedMan2 wrote:
11 Nov 2018, 11:53
I would like to see a general Xeno spit rework in general. A few ideas i've had, mostly revolving around the use that Neurotoxin has, and Corrosive spit. I think we can all agree that Neurotoxin is useful, but a little bit of a meme, and that Corrosive spit is positively useless in the current gameplay.

Personally, let's start with something that applies to both spits, accuracy. Xeno accuracy is weird, it feels off, and I think range should be more of a general consideration to take that as a spitting Xeno, for both types. I think ideally, Xeno spit should have a damage/effectiveness fall-off with range, but also have the ability to point blank. Let's put this as an example, imagine a spitter spits at someone from across the screen, with this, it should probably not hit, and if it does, it only does a small amount of damage. This can be visualized as the acid glob losing density as it travels through the air.
But, on the other hand, Xeno spits should NEVER miss at very close range, and also you can get a guaranteed "Point-blank" vomit barf if you are right next to someone, this does MAX damage. Individual variables to be adjusted. This can lend Xeno spitter castes and corrosive spit to be useful at varied ranges, as well as more reliable in combat.

This should ALSO apply to neurotoxin, but I am of the opinion that Neurotoxin should be completely reworked from it's current state. My idea is that neurotoxin should inject a chemical. (Amount depending if it was point blanked or from range, much like acid vomit.) This chemical can cause PAIN. It's a very simple change, and with high enough doses causing pain, it essentially stuns/paincrits marines until it is out of their system, perhaps an OD causes a bit of toxin damage? This makes neurotoxin less of an INSTANT STUN meme, to more reliable in combat long term, on overloading Marines on pain chems over time. You will no longer get insta downed out of combat by stuns, but if your standing around getting peppered with Neuro, you are probably fucked.

Tl;dr: Let me point blank with various spits. Rework neurotoxin memes, and make corrosive spit more reliable.
((Also give Praetorian it's range back, thanks.))
So if neuro builds up over time how do aliens stop marines from just charging with shotguns and slaughtering everyone? Ya you got boiler acid spray and queen screech. Are those enough to stop ungas from all taking shotguns and just charging xenos? I guarentee devs will screw up neurotoxin chem just like acid spit and make it easily healable and probably an item that every marine gets in a basic first aid kit from a vendor.

I also hate the idea of accuracy and damage falling off at range like marine weapons. If you do that my spit better PB your face off like a shotgun to make up for it doing nothing at range.

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Re: What Xenos Need

Post by misto » 13 Nov 2018, 16:10

have the neuro inject chems AND have instant knockdown and youve got all corners covered >:3

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Re: What Xenos Need

Post by kastion » 22 Nov 2018, 00:33

viewtopic.php?f=118&t=19301

Haha marines got a taste of their own medicine and they fucking hated it. Now we just need an event where they run into RPG and get massacred and they can feel what its like to be a xeno since 90% of them never play xeno.

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Re: What Xenos Need

Post by CABAL » 22 Nov 2018, 01:55

kastion wrote:
22 Nov 2018, 00:33
viewtopic.php?f=118&t=19301

Haha marines got a taste of their own medicine and they fucking hated it. Now we just need an event where they run into RPG and get massacred and they can feel what its like to be a xeno since 90% of them never play xeno.
It's time to run event with "Sonic Spec", "Ravager Specs" and new medicine that heals marine to full health from broken bones and IB in less than 2 minutes when they rest. You know, first turns ON his ghetto blaster stunning all xenos on screen, rest will slash arms and feets of xenos.

Events like that one linked happens nearly every round. It's called "bad OB". One RPG spec and so much acid tears. I guess you never died to a boiler acid being shoot offscreen.
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Re: What Xenos Need

Post by kastion » 22 Nov 2018, 02:10

CABAL wrote:
22 Nov 2018, 01:55
It's time to run event with "Sonic Spec", "Ravager Specs" and new medicine that heals marine to full health from broken bones and IB in less than 2 minutes when they rest. You know, first turns ON his ghetto blaster stunning all xenos on screen, rest will slash arms and feets of xenos.

Events like that one linked happens nearly every round. It's called "bad OB". One RPG spec and so much acid tears. I guess you never died to a boiler acid being shoot offscreen.
I play marine too so I know how things work on both sides. Boiler only instakills if it hits you directly which is pure luck no skill what so ever and hardly ever happens. I have said we need to nerf queen and stuff especially on gitlab but not my fault devs don't do anything. Ravagers aren't even op so idk what you are talking about. I just think its funny how marines run around justifying claymores then 1 time they have to deal with them and people start reporting the mods that ran the event lol.

I will also trade you straight up on medical for xeno and marine. I would single handedly kill every marine if I could have pills and defibbs as a lurker while yall permanently die.

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Re: What Xenos Need

Post by Avalanchee » 22 Nov 2018, 02:58

kastion wrote:
22 Nov 2018, 02:10
I would single handedly die to a single BC Buckshot Pointblank and then salt in dchat
here fixed it
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Re: What Xenos Need

Post by kastion » 22 Nov 2018, 03:23

Avalanchee wrote:
22 Nov 2018, 02:58
here fixed it
That's where the defibb comes into play. I would assume you wouldn't beable to drag corpses like xenos couldn't so another xeno would just drag me off and defibb me.

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Re: What Xenos Need

Post by CABAL » 22 Nov 2018, 05:43

kastion wrote:
22 Nov 2018, 02:10
I play marine too so I know how things work on both sides. Boiler only instakills if it hits you directly which is pure luck no skill what so ever and hardly ever happens. I have said we need to nerf queen and stuff especially on gitlab but not my fault devs don't do anything. Ravagers aren't even op so idk what you are talking about. I just think its funny how marines run around justifying claymores then 1 time they have to deal with them and people start reporting the mods that ran the event lol.

I will also trade you straight up on medical for xeno and marine. I would single handedly kill every marine if I could have pills and defibbs as a lurker while yall permanently die.
SADAR also instakills you if you get direct hit and stuns you if it wasn't. It's not that hard to hit marines with acid becouse they are plenty on the battlefield, boiler don't need ammo so they can spam and you can have multiple boilers. Even if they are killed, new can come. I'm not saying that Ravs are OP, but losing arm/leg leaves you nearly defenceless. Xenos can't "taste" lack of leg and I'm sure that every xeno would complain if there would be some mechanic to slow them down directly.

Xenos "healing factor" works like pills in my opinion. More like floor pills that you can't OD and there is always infinite amount on the weeds (basically everywhere). Queen healing is also something like deffib if xeno went "crit" without "gib".

Back when xenos were able to heal without Queen on the Almayer, even drones and runners were able to wipe out everyone shipside by themselfs without help of thousands larvaes hidden in vents. I'm fairly new and I remember those rounds. Lurker then was for unrobust players.
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