Annoying xeno issues

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Loco52
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Annoying xeno issues

Post by Loco52 » 22 Apr 2018, 23:41

I made this post so we can discuss about some things that really annoy us as xeno mains or frequent xeno players, that have to do with the xeno itself or its environment.

I, for an instance HATE with all my life the prae change spit type button. Why the fuck do I have to press it three times to take it from acid to neuro? Frigging make a separate spit type for sticky resin aAahHHHhhHH WHY. You get sick of thinking you are neuroing people but no, you are filling their faces with purple goo
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Re: Annoying xeno issues

Post by Butlerblock » 22 Apr 2018, 23:54

mines
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Re: Annoying xeno issues

Post by kroack » 23 Apr 2018, 01:10

Loco52 wrote:
22 Apr 2018, 23:41
I made this post so we can discuss about some things that really annoy us as xeno mains or frequent xeno players, that have to do with the xeno itself or its environment.

I, for an instance HATE with all my life the prae change spit type button. Why the fuck do I have to press it three times to take it from acid to neuro? Frigging make a separate spit type for sticky resin aAahHHHhhHH WHY. You get sick of thinking you are neuroing people but no, you are filling their faces with purple goo
I miss xeno spit macros. Aciding from a distance and then closing in with nuero.

Bodyblocking is always annoying.

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Re: Annoying xeno issues

Post by Shuffl3 » 23 Apr 2018, 03:05

Evolving and forgetting to re-enable abilitys is kind of annoying. Makes for an interesting fight tho.

Not being able to macro most useful things is super annoying. .click toggle-nightvision made a lot of fun and appropriately xeno plays possible. 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
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Re: Annoying xeno issues

Post by SUPERMAN112 » 23 Apr 2018, 04:42

Butlerblock wrote:
22 Apr 2018, 23:54
mines
slash them :devil:
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Re: Annoying xeno issues

Post by ThePiachu » 23 Apr 2018, 06:23

Fire.

Fire bullets are rather annoying - nothing like combusting because someone hit you with a bullet. Seems we're made out of acid and gasoline on the inside. Blue flame can also go suck it - if you get hit with it as a drone, you're one shot dead as a drone. Even if you have weeds around, you're dead.

Speed of some xenos is also a bit annoying. Playing a Carrier just isn't fun because you're so slow. Drones could use a bit of a boost too perhaps.

Bumping into other xenos - it would be great if we could pass one another easily like the agile lizards we are, but nope. Corridor congestion (highpop SD corridor anyone?) and problems bumping into one another in 2 wide corridors can be a killer.

Waiting 20 minutes at roundstart so you can play can also discourage playing as xeno. You are waiting for that first round of bursters twirling your thumbs. Kind of meh. We could have say, smallhost burst time halved and that would make things more interesting...
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Re: Annoying xeno issues

Post by Artemis111 » 23 Apr 2018, 06:49

ThePiachu wrote:
23 Apr 2018, 06:23

Waiting 20 minutes at roundstart so you can play can also discourage playing as xeno. You are waiting for that first round of bursters twirling your thumbs. Kind of meh. We could have say, smallhost burst time halved and that would make things more interesting...
This would be a bigger buff than most people realize. Having all the sentinels/runners be elite/ancient when humans first land would drop marine winrate like a sack of potatoes.
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Re: Annoying xeno issues

Post by solidfury7 » 23 Apr 2018, 07:11

Dying and not being able to play again due to the xeno changes.

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Re: Annoying xeno issues

Post by Loco52 » 23 Apr 2018, 16:31

Shuffl3 wrote:
23 Apr 2018, 03:05
Evolving and forgetting to re-enable abilitys is kind of annoying. Makes for an interesting fight tho.
+1 I lost the count of how many times i've died due to this. I'd also add forgetting to select the desired limb to slash after upgrading and/or evolving.
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Re: Annoying xeno issues

Post by Clutch » 23 Apr 2018, 16:39

might not be annoying for xenos but it is for marines, when you escape the nest grab your gun and walk one tile away but you get re-nested instantely because he was doing that beforehand
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Re: Annoying xeno issues

Post by zoboomafoo » 23 Apr 2018, 23:23

Trying to bait buckshot and getting cucked by lag.

Also mines. I am not observant enough a lot of the time.

Getting fucked by RNG and whiffing a bajillion tackles in a row.
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Re: Annoying xeno issues

Post by ThePiachu » 24 Apr 2018, 00:07

You know what sucks? A Marine ball. If xenos bunch up, Marines can throw grenades, call in airstrikes and lay down fire. When Marines bunch up into a ball, you could try throwing Boiler bombs at them, but that will mostly inconvenience them for a bit while they move back a few steps and catch their breath. Would be nice to have something like a Zerg Baneling that could suicide into Marine ball to melt their faces off :P.
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Re: Annoying xeno issues

Post by AverageSpitter » 24 Apr 2018, 01:57

The fucking M4RA rifle, I swear, That is the most bullshit weapon ever made to the date, Haves a sniper-tier scope, 10/10 accuracy, the damage of a machinegun, can knock you down like it was a shotgun and can light you on fire too, without losing much damage in exchange.

RNG miss on pointblank neurotoxin spits, seriously, that shit has gotten me killed so many times and i find it stupid

Bodyblock... Nadespam... Boilers digging themselves in doors or places where they literally prohibit your pass... And i think that's about it
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Re: Annoying xeno issues

Post by MattAtlas » 24 Apr 2018, 04:05

AverageSpitter wrote:
24 Apr 2018, 01:57
The fucking M4RA rifle, I swear, That is the most bullshit weapon ever made to the date, Haves a sniper-tier scope, 10/10 accuracy, the damage of a machinegun, can knock you down like it was a shotgun and can light you on fire too, without losing much damage in exchange.

RNG miss on pointblank neurotoxin spits, seriously, that shit has gotten me killed so many times and i find it stupid

Bodyblock... Nadespam... Boilers digging themselves in doors or places where they literally prohibit your pass... And i think that's about it
M4RA is not 100% accurate. In fact, from trying it with an AG, I've found that without a vertical grip its accuracy is hot garbage. And it's supposed to be a sniper-- not sure what you mean there.

The most frustrating thing is resin doors. And tackle RNG. I once failed 6 tackles as an ancient runner. That was some hot bushit.
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Re: Annoying xeno issues

Post by Shuffl3 » 24 Apr 2018, 21:59

Every caste except runners and hunters being slower than marines is pretty annoying.
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Re: Annoying xeno issues

Post by kroack » 24 Apr 2018, 23:47

Shuffl3 wrote:
24 Apr 2018, 21:59
Every caste except runners and hunters being slower than marines is pretty annoying.
Yes. You feel like such a big dumb idiot when you get run down as sent/spitter/T3. Ravs are almost unplayably slow when young.

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Re: Annoying xeno issues

Post by ThePiachu » 25 Apr 2018, 04:36

The maturing time for Carrier is also a bit meh. If you're not in the first wave of xenos and in the first wave of T2s, good luck getting to Elite. And without being Mature+, Carriers feel a bit underpowered without a pocket drone.
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Re: Annoying xeno issues

Post by Loco52 » 25 Apr 2018, 15:37

zoboomafoo wrote:
23 Apr 2018, 23:23

Also mines. I am not observant enough a lot of the time.
Avoid open flare packs on floor at all times. You welcome.
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Re: Annoying xeno issues

Post by Weaselburg » 25 Apr 2018, 16:30

Loco52 wrote:
25 Apr 2018, 15:37
Avoid open flare packs on floor at all times. You welcome.
I meant, anything that can be used to hide mines will be. But they are rarely used, so it is 1/4th chance of one being there. If you have the health just walk over it if you are unsure.
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Re: Annoying xeno issues

Post by Weaselburg » 25 Apr 2018, 16:34

ThePiachu wrote:
24 Apr 2018, 00:07
You know what sucks? A Marine ball. If xenos bunch up, Marines can throw grenades, call in airstrikes and lay down fire. When Marines bunch up into a ball, you could try throwing Boiler bombs at them, but that will mostly inconvenience them for a bit while they move back a few steps and catch their breath. Would be nice to have something like a Zerg Baneling that could suicide into Marine ball to melt their faces off :P.
But no one would want to go that caste. Maybe make a carrier ability that fills a hugger up with explosive gas, that would make it light enough to be thrown to the edge of your veiw? It wouldn´t be a big explosion though, (Maybe a 3x3) and will only be able to kill marines if it lands on them or it lands next to a heavily/medium wounded one. And it would have a maybe 1/8th chance of gibbing the person it lands on.
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Re: Annoying xeno issues

Post by caleeb101 » 25 Apr 2018, 19:13

ThePiachu wrote:
24 Apr 2018, 00:07
You know what sucks? A Marine ball. If xenos bunch up, Marines can throw grenades, call in airstrikes and lay down fire. When Marines bunch up into a ball, you could try throwing Boiler bombs at them, but that will mostly inconvenience them for a bit while they move back a few steps and catch their breath. Would be nice to have something like a Zerg Baneling that could suicide into Marine ball to melt their faces off :P.
I could also argue that if I throw a grenade, xenos will just run back. Call in CAS, xenos run before the CAS even lands. As if marines are ever coordinated enough to lay down enough fire to halt a xeno advance.

Boilers in general are at an all time high. Neuro gas is AOE stun even if you're in it for a fraction of a second, Lethal gas can completely husk people rendering them unrevivable, both gases spread faster than ever before, you're able to fire them more frequently than ever before and last but not least, boiler spray allows boilers to protect themselves from a close range and if used correctly, cut off advances without even having to gas. Gas is really harmful and it's much more than just an "inconvenience". There's a reason most marine pushes don't happen until every single boiler in the hive has died.

When I played as a boiler after these updates, I wrecked ass. You seem extremely biased towards the xeno side which isn't wrong but it's clouding your judgement.

When you play a fair bit on both sides and actually think about it, there are tons of things that are pretty unfair towards one side or the other.
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Re: Annoying xeno issues

Post by kroack » 25 Apr 2018, 20:51

When it comes to halting a marine advance in its tracks, boiler gas is second to none. Especially in bottlenecks on Prison and Big Red.

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Re: Annoying xeno issues

Post by Loco52 » 25 Apr 2018, 21:43

Weaselburg wrote:
25 Apr 2018, 16:30
I meant, anything that can be used to hide mines will be. But they are rarely used, so it is 1/4th chance of one being there. If you have the health just walk over it if you are unsure.
You could also alt click, shows all items on that turf
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Re: Annoying xeno issues

Post by zoboomafoo » 25 Apr 2018, 23:33

I changed my mind.

Augh! You have been roasted by flames! Resist to put out the fire!

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Re: Annoying xeno issues

Post by xXen0zS1ay3rXx » 26 Apr 2018, 01:11

My only issue is that there are less xeno players to kill due to all the nerfs to them!

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