Annoying xeno issues

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BillyBoBBizWorth
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Re: Annoying xeno issues

Post by BillyBoBBizWorth » 26 Apr 2018, 05:21

I cant think of much that isnt really from a player experience or lag/ping side of things.Xenoes have everything going for them as far as im concerned.

"All the UI juggling you have to do now is a hassle in the spur of the moment. That goes triple for any xenos that isnt a warrior caste"

Xeno UI juggling compared to marines is almost none, especially for combat castes.

I also dont know why some of you are annoyed by or scared of mines the marines plant, as ive never seen one gib or instantly kill a xeno yet, usually what happens is they are fairly healthy xenos that run into a mine accidently, most marines dont react quick enough or at all and the xeno simply gets up and runs away to go rest somewhere.Sometimes they get back up almost instantly.Unless its a airstrike or OB, xenoes dont really need to be concerned of explosives ingame at all really.Even moreso, ive seen crushers just stand next to live frags, take the damage and laugh it off.
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Dolth
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Re: Annoying xeno issues

Post by Dolth » 26 Apr 2018, 09:19

Not being to macro the nightvision as we used to with .click, because yes, it was really helpful to toggle on/off nightvision while stalking marines STRAIGHT IN AN OPEN PLAIN BETWEEN TWO SQUAD, but then staying out of light tile. That was really awesome, and now it's not a thing anymore. How hard is it to add a nightvision verb? Harder than a whole marine nerf.

Other than that, being bodyblocked AND LEFT ABANDONNED. (You lovely runners... Your pull-speed is high, you guys can be ghetto life-savers).
And then body blocked, some marines can swap from help to another intent, aliens can't. They just stay OUT of help intent at ANY time.

That's pretty much all the issues I have with playing as a xeno... (Runner's HP nerf is baaaaad, but I get it. Np).
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Re: Annoying xeno issues

Post by Weaselburg » 26 Apr 2018, 09:39

Loco52 wrote:
25 Apr 2018, 21:43
You could also alt click, shows all items on that turf
Or right click it.
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Re: Annoying xeno issues

Post by caleeb101 » 26 Apr 2018, 12:15

xXen0zS1ay3rXx wrote:
26 Apr 2018, 01:11
My only issue is that there are less xeno players to kill due to all the nerfs to them!
going by that logic, the amount of marine players should be 0 right now due to all the nerfs they've endured in the past
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Re: Annoying xeno issues

Post by Potato Masher » 26 Apr 2018, 13:20

Having Resin Wall right after Resin door on the select resin structure button.

This alone brings me great pain as a Drone/Hivelord.
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Re: Annoying xeno issues

Post by Varen » 26 Apr 2018, 14:07

Resin structure selection should be a dropdown, not a "click till you get the right one".
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Re: Annoying xeno issues

Post by Dolth » 26 Apr 2018, 15:19

You fool, xenos aren't nerfed.

I don't even understand how you can conclude to that. Aliens are from FAR superior to marines INDIVIDUALLY. It's just a matter of skills. But yet, that's why we want a 80% win/rate.
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Re: Annoying xeno issues

Post by Shuffl3 » 26 Apr 2018, 17:01

That lagspike that happens when you surprise a group of marines and the server locks up for a good second so it can process all firing spam.
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Re: Annoying xeno issues

Post by Loco52 » 26 Apr 2018, 19:25

BillyBoBBizWorth wrote:
26 Apr 2018, 05:21
I also dont know why some of you are annoyed by or scared of mines the marines plant, as ive never seen one gib or instantly kill a xeno yet, usually what happens is they are fairly healthy xenos that run into a mine accidently, most marines dont react quick enough or at all and the xeno simply gets up and runs away to go rest somewhere.Sometimes they get back up almost instantly.Unless its a airstrike or OB, xenoes dont really need to be concerned of explosives ingame at all really.Even moreso, ive seen crushers just stand next to live frags, take the damage and laugh it off.
Yeah you're right, the problem here is some marines are smart and stay behind the mine waiting for you, a bloodlust runner TO JUMP THEN ON SIGHT! Then get rekt.
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Re: Annoying xeno issues

Post by Potato Masher » 27 Apr 2018, 07:38

Varen wrote:
26 Apr 2018, 14:07
Resin structure selection should be a dropdown, not a "click till you get the right one".
It was like that for the longest time, but it was changed to they cycle to cut down on the amount of time you have to spend messing with a pop up menu. I personally think it's better (I hated that damn menu) but I still feel that Resin Wall and Resin Door should swap spots in the cycle of QoL.
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Re: Annoying xeno issues

Post by Varen » 27 Apr 2018, 11:16

Potato Masher wrote:
27 Apr 2018, 07:38
It was like that for the longest time, but it was changed to they cycle to cut down on the amount of time you have to spend messing with a pop up menu. I personally think it's better (I hated that damn menu) but I still feel that Resin Wall and Resin Door should swap spots in the cycle of QoL.
I don't mean popup, I mean dropdown.
Like, when you press "file" and have a list of things, then click "open". Clicking it would make a bunch of others appear under it, and you click the one you want.
Get what I mean?
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Re: Annoying xeno issues

Post by kroack » 27 Apr 2018, 12:05

All the salty marines you've killed in dchat making fun of your buckshot death.

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Re: Annoying xeno issues

Post by Loco52 » 30 Apr 2018, 19:17

kroack wrote:
27 Apr 2018, 12:05
All the salty marines you've killed in dchat making fun of your buckshot death.
+your buckshot death in general
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Re: Annoying xeno issues

Post by Justicer3792 » 30 Apr 2018, 20:57

Apparently a full charge from crushers doesn't actually do anything to a mounted 56D. The gun itself is more protected than cades....
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Re: Annoying xeno issues

Post by Forst » 01 May 2018, 07:32

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