Improve flameturrets
Was really hyped for this release, but spending an evening being repeatedly stomped by the Alien has left such a bad impression...
The flame turrets don't seem to do anything but act as an early warning system, one that is arguably obsolete due to the terror radius and emergence sounds.
The flames don't seem to slow or affect the alien at all if they're moving at speed or at an angle to the turret, and the grace period to allow the alien to hit the turret means most crawlers never got knocked out of their stance.
So we spend an evening dodging tail attacks with no effective counter and it just got upsettingly tiring to deal with.
EDIT: reposting up here as I feel it's core to the issue: What is the default state that the killer is designed/balanced to?
A) Is it that default state is the walker, and the crawler is a high-power state that gives the killer the upper-hand, and survivours need to manage this correctly to win?
B) Is it that the crawler is the default state, and the walker is a weaker form that the killer is punished with for being careless around turrets?
Because if the answer is A) then the survivour team needs to have effective tools to manage that ability!
Comments
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Xenomorph in crawler mode has a 24m TR. Turrets have detection range of 41m. The turret will detect the killer before you hear the TR.
Turrets force the killer to use their tail attack on them suffering a cooldown that slows them down or navigate around the turrets. If they don't, they are broken out of their power. And that's fine, no killer should have to suffer the way singularity does against EMPs where you just lose your power out of your control.
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Comparing to Singularity is just strawman tactics. The two killers work very differently and have very different counters.
And the flame turrets simply don't work as an effective counter. Twice we had a xenomoph walk into a turret flame to hook a player. The tooltip describes a stun if the the killer is exposed for too long but the duration to effectiveness is just not a threat.
The 'forced to use their tail attack' argument is not a strong one as the turret is a stationary target. If there was any real risk of failure then I would agree but it's comparatively easy to emerge from a tunnel, disable the turret, and pick up the chase from scratches/screams.
And since the killer's tail attack is semi-ranged, that short downtime is really not a great loss as survivors can't challenge at pallets without risking perforation.
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They seem pretty strong if you know how to use them
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The tooltip describes a stagger to the xenomorph, not a stun.
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literally 100%, this killer is beyond busted.
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Fine, I'll admit I misread the tooltip and will adjust my expectations there regarding the stagger/stun, though that does still highlight how little use the turrets are.
To put another way, and I'll add this to my original post: What is the default mode for the Xenomorph?
Is it that the Xeno is default in walker mode, and crawler is a high powered state that the survivours need to effectively manage?
Or is it that the default mode is the crawler, and the weaker walker mode is something the killer is booted to when too careless
Because if it's the former then the survivours need an effect toolkit to manage the killer!
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Crawler isn't a high powered state though. It just slightly reduces terror radius and allows the Xenomorph to use a mid-range attack. That's like saying survivors need a powerful tool to manage Nemesis tentacle or Deathslinger harpoon.
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oh but they do. Nemesis has vaccines which is extra health state against his power and DS is 110% because of his harpoon (meaning pre-running and actually looping/hiding LoS is actually much easier then with 115% killers)
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Deathslinger is 110% because he can shoot Survivors from ridiculous distance and through tiny gaps and get an injury even if the Survivor struggles out. A Deathslinger with STBFL can combo a hit with a harpoon shot fast enough that unless LOS is broken it's almost an insta-down.
Nemesis can't even injure you on the first tentacle strike and it has a longer reach than Xeno's tail on tier 1. There's only 4 vaccines on the map while turrets respawn infinitely.
What makes Xeno's tail seem so strong is that it has almost no telegraph and is harder to predict and bait.
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Xeno has shorter distance on his whip, but same-sized hitbox (so he can also get insane hits thru miniscule holes), 115% speed, no reload and much shorter CD + almost no indication of using his M2. If he has STBFL stacks, he can double-tap too - but that would indicate M1 hit (which he absolutely does not need). He does not even waste time on reeling survivor in - he just hits people on almost any obstacle at game. Very easy play once you learn to hit M2's (semi) reliably
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