So about those new changes...

Generic, on-topic discussion about Colonial Marines.
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Araulius
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So about those new changes...

Post by Araulius » 05 Jun 2017, 20:29

-Big Xenos no longer get stunned by explosions.
Warding pheromones can now slow and even prevent crit bleedout for Xenos.

N I C E M E M E.

So, now that t-3 xenos are basically guaranteed to live any engagement if they run away after being hit a bunch, what do you do when when you see one? This is what you do.
drop your weapon.
fly to the Almayer.
walk to cryo
despawn
roll xeno every round.

Your UGL's have no use now, Muh-reens! You can't stun the big ones to secure a kill anymore! Even if you get lucky and drop it to crit health, it'll just get away!
[A r e Y o u E n j o y i n g T h a t C r u s h e r N e r f ? WAS IT WORTH IT? God is dead, and apop most certainly killed him.

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Crab_Spider
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Re: So about those new changes...

Post by Crab_Spider » 05 Jun 2017, 20:37

Calm the fuck down. Explosions knock down a shitton of health out and you're still blinded.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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NoahKirchner
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Re: So about those new changes...

Post by NoahKirchner » 05 Jun 2017, 20:52

There is another thread up for this with a more neutral discussion going into play.
► Show Spoiler

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