Flashbangs stunning xenos

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Aeleto
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Flashbangs stunning xenos

Post by Aeleto » 06 Aug 2015, 20:13

Bug Description: Flashbangs are not to work on xenos, their effects against xenos were removed on the old CM.


Steps to reproduce:
1. Be xeno
2. Get a flashbang exploded at your face and stunned
3. Watch yourself get slaughtered with no means of defense.

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Tetsip
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Re: Flashbangs stunning xenos

Post by Tetsip » 06 Aug 2015, 22:46

Flashbangs working on Xenos makes no sense. Plz remove.
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MikeBluer
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Re: Flashbangs stunning xenos

Post by MikeBluer » 07 Aug 2015, 00:04

Tetsip wrote:Flashbangs working on Xenos makes no sense. Plz remove.
This

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Surrealistik
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Re: Flashbangs stunning xenos

Post by Surrealistik » 07 Aug 2015, 00:45

Tetsip wrote:Flashbangs working on Xenos makes no sense. Plz remove.
It totally does. Echolocation + ability to feel pain = FBs goin' fuck you up; lorewise this is fine; it's immunity to FBs that makes no sense.


From a gameplay perspective, balancing the effect is better than a de facto ban.
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Biolock
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Re: Flashbangs stunning xenos

Post by Biolock » 07 Aug 2015, 04:17

Well actually Surrealistik, xenos are believed to track their prey VIA pheromones, not echolocation, despite their hissing. However, I think that flashbangs would STILL have an effect on xenos in some capacity just because they are loud and bright; loud bright things startle and disorient most things, even things with no eyes. Perhaps the effects should be dampened though.
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Surrealistik
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Re: Flashbangs stunning xenos

Post by Surrealistik » 07 Aug 2015, 04:58

Please review the rest of the thread.

They track their _prey_ via pheromones and electrosensing.

They navigate their surroundings via echolocation.
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Tetsip
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Re: Flashbangs stunning xenos

Post by Tetsip » 07 Aug 2015, 09:43

They have no eyes. The flash should do nothing so the momentary blindness should not mess with their vision. However, I can see the loud pop fucking with them. I would like to offer that when they are affected by a flashbang, they become dizzy for 5 second and stumble much like a drunk player would, where movement becomes completely unreliable, ICly making sense as they cannot find their way.
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Steelpoint
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Re: Flashbangs stunning xenos

Post by Steelpoint » 07 Aug 2015, 09:59

Flashbangs also affected the Alien in Alien:Isolation for a bit anyway.
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Surrealistik
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Re: Flashbangs stunning xenos

Post by Surrealistik » 07 Aug 2015, 12:58

Tetsip wrote:They have no eyes. The flash should do nothing so the momentary blindness should not mess with their vision. However, I can see the loud pop fucking with them. I would like to offer that when they are affected by a flashbang, they become dizzy for 5 second and stumble much like a drunk player would, where movement becomes completely unreliable, ICly making sense as they cannot find their way.
Again, they have eyes; they're tiny and not readily seen, possibly vestigial, but they have them.

More than anything else though, yes it's the loud bang that will fuck with Xenos because they use echolocation and thus will be far more vulnerable to it than any marine. Again I think slow + confuse stacks make a lot of sense as flashbang effects go.
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Siserith Vassada
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Re: Flashbangs stunning xenos

Post by Siserith Vassada » 07 Aug 2015, 14:36

heck since they can supposedley see electricity. then an emp should have the same effect as a flashbang

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Abbysynth
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Re: Flashbangs stunning xenos

Post by Abbysynth » 07 Aug 2015, 23:50

This was a bug and is fixed. Xenos are no longer affected by flashbangs.

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