Recent xeno changes

Generic, on-topic discussion about Colonial Marines.
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Recounted
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Recent xeno changes

Post by Recounted » 06 Aug 2018, 21:05

I dunno how to feel about on the xeno side. The stuns were good so xenos don't rely on them to much but now xenos feel alot more squishier than ever. resulting in more marine majors and all. It's not my favorite changes so far with xenos honestly
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Re: Recent xeno changes

Post by Grubstank » 07 Aug 2018, 00:54

It's made xenos so much more fun to play for me personally. If we could keep this level of tankiness and add a flat damage buff (not stun) across the board for t1/t2 I would be very happy. I think the general xenos skill level just needs time to catch up to the changes.
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Re: Recent xeno changes

Post by Sulaboy » 07 Aug 2018, 01:30

dylanstrategie updated:
Xeno starting numbers increased to account for recent balance changes.

Welcome to the horde. As far as I know they did buff damages in the Xeno shakeup. I personally like the changes from both a Xeno and Human side. As a human you don't run into those unkillable Xenos, and playing some rounds I've noticed just the size of the Xeno population.

I like the update, and I'm sure the devs are still looking at balancing.

TLDR Xenos weaker but they are many
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Re: Recent xeno changes

Post by spookydonut » 07 Aug 2018, 05:00

Please confine these discussions to the monthly update thread.

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