This Weekends Xeno Update has some adjustments...

Generic, on-topic discussion about Colonial Marines.
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jalen earl
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Re: This Weekends Xeno Update has some adjustments...

Post by jalen earl » 30 May 2016, 19:52

lcass123 wrote:How do you build a tunnel? I thought that only hivelords could do it.
Grab some picks from mining and dig through the rock
Mainly play - SL , SG , SO

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lcass123
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Re: This Weekends Xeno Update has some adjustments...

Post by lcass123 » 31 May 2016, 07:35

I thought you meant underneath XD , that would be a cool feature.

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Ocnjak20
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Re: This Weekends Xeno Update has some adjustments...

Post by Ocnjak20 » 02 Jun 2016, 01:49

Wiggle wiggle lil fish. TIME TO DIE MARINES MUEHEHEHEHE.

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SpanishBirdman
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Re: This Weekends Xeno Update has some adjustments...

Post by SpanishBirdman » 02 Jun 2016, 19:13

lcass123 wrote:How do you build a tunnel? I thought that only hivelords could do it.
Not a tunnel in the way you are thinking of it, but marines can use the digging tools around the caves to dig out tunnels past alien defenses by removing wall tiles.

lcass123
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Re: This Weekends Xeno Update has some adjustments...

Post by lcass123 » 03 Jun 2016, 04:54

I think I have just presented the next great feature for engineers.

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Nick123q23
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Re: This Weekends Xeno Update has some adjustments...

Post by Nick123q23 » 04 Jun 2016, 15:05

Good to see that aliens are different now
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SpecialAgentOrange
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Re: This Weekends Xeno Update has some adjustments...

Post by SpecialAgentOrange » 04 Jun 2016, 18:00

SpanMan wrote:Kinda funny that boilers get the smallest upgrade, they've always struck me as the least powerful T3.
They are supposed to be used for sieging the marines forward bases and large closely packed groups of marines. Them vs. tablefort or The Nexus is very powerful.

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SpanishBirdman
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Re: This Weekends Xeno Update has some adjustments...

Post by SpanishBirdman » 05 Jun 2016, 02:03

SpecialAgentOrange wrote: They are supposed to be used for sieging the marines forward bases and large closely packed groups of marines. Them vs. tablefort or The Nexus is very powerful.
Exactly, they are only effective at very specific times, whereas other aliens are effective everywhere. Boilers attacking the sulaco and forced into tight quarters die pretty quickly.

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SpecialAgentOrange
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Re: This Weekends Xeno Update has some adjustments...

Post by SpecialAgentOrange » 26 Jun 2016, 00:22

SpanishBirdman wrote: Exactly, they are only effective at very specific times, whereas other aliens are effective everywhere. Boilers attacking the sulaco and forced into tight quarters die pretty quickly.
Runners on sieges are bad, runners or hunters vs. two people is bad, etc, every alien has it's strengths and weaknesses.

BalancedGeneral
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Re: This Weekends Xeno Update has some adjustments...

Post by BalancedGeneral » 04 Jul 2016, 07:54

SpanishBirdman wrote: Exactly, they are only effective at very specific times, whereas other aliens are effective everywhere. Boilers attacking the sulaco and forced into tight quarters die pretty quickly.
No love for boilers, they have so much potential but are always ignored by Apop to give marines more guns
Your daily reminder that this server is utterly shit for balance, and the hack Apop is intent on keeping it that way. :thumbup:

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