Alpha Test Changelog

Generic, on-topic discussion about Colonial Marines.
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Abbysynth
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Alpha Test Changelog

Post by Abbysynth » 08 Jul 2015, 12:07

All these bugs are fixed:
► Show Spoiler
Plus a bunch more.

Also changed:

Xeno stats tweaked across the board. Less HP in general
Xenos can now however go into critical at < 0 HP, up to -100
Marine helmet protects against more melee damage
M56 Smartgun does slightly more damage
Rocket launcher missiles are more effective ("fragmentation" rockets renamed to High Explosive and have a bigger blast radius, AP rockets do tremendous impact damage, enough to probably one-hit some xeno types, but very little explosion)
Praetorian, Ravager, Queen armor balance (most got raised, Praetorian most of all)
Many xenos move slightly slower (Praetorian got nerfed themost)
Neuro spit has a higher cooldown
Queen shriek has a MUCH higher cooldown
Sticky resin slowdown effect heavily increased
Some map tweaks->
Ladders in central hallway increased to 5
Redesigned and expanded briefing room
New flavor text for most jobs on round start, detailing your most important tasks

Expect some more new stuff soon too!

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TopHatPenguin
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Re: Alpha Test Changelog

Post by TopHatPenguin » 08 Jul 2015, 12:08

*Cough* Is it maybe time for another Test? *Cough*
Shit cm memes: Image
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That guy called Wooki.
Resident Santa.
(THP)

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Dinobubba7
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Re: Alpha Test Changelog

Post by Dinobubba7 » 08 Jul 2015, 12:11

GO ABBY GO
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Abbysynth
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Re: Alpha Test Changelog

Post by Abbysynth » 08 Jul 2015, 12:21

Oh, one more thing I forgot to add:

Ghosts can now click ladders to transfer between Z-levels.

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UnknownMurder
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Re: Alpha Test Changelog

Post by UnknownMurder » 08 Jul 2015, 12:55

Surely, this must not be all the bugs... Just most of it, however I congratulate you, since we're all are sitting on our asses expecting you to do so much more.
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