The xenomorph needs adjustments for both sides
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I believe we all agree the xenomorph needs some changes, and I believe I’ve come up with some good ones for both sides.
first adjustments are for the turrets, I propose that the turrets get a buff to the speed a survivor moves while carrying one, not a full on sprint but also not just walking I believe a leisurely jog would do the trick allowing for better quality of life and utility.
second turret adjustment is a lower space requirement for placement, less restrictive requirements for placement would be beneficial to survivors to allow for more creativity in placement and therefore more utility and less headache.
the third turret adjustment would have to be the speed at which set and deploy them, of course NOT fast enough to be deployed mid chase to instantly knock the xenomorph out of crawler mode but enough to set up a defence in a shorter amount of time.
the final adjustment is to have turrets use the motion detector when they are within the terror radius or alternatively when the terror radius overlaps with the turrets radius, rather than map wide surveillance of the xenomorph
for the xenomorph itself I propose a 5% speed buff while in crawler mode, my reasoning being that the xenomorph has no way of closing gaps in ambush or chase without expending more time and energy than it’s worth to get a single hit due to having the shortest m2 in the game.
another adjustment to the xenomorph is their terror radius while crawling, with the xenomorph being inherently stealthy I believe having it be reduced by a minimum of 4 to 6 meters would be beneficial to allow for it to have better stalking and ambushing capabilities.
the third adjustment to the xenomorph would be to make exiting a tunnel silent and give it a moment or two of undetectable to allow them to get their bearings on what direction their facing and to allow for preparing an ambush.
for a final adjustment to the xenomorph I believe the tail attack needs some fine tuning because it is a big debate in the community between how op it was at launch and how slow it is now to the point where getting hit by a pallet for an m1 hit would be more beneficial to a chase then simply using the tail for its abhorrent recovery time, I would recommend a 0.3m/s increase to the missed tail attack bringing it from 1.2m/s to 1.5m/s would be a good middle ground between the pre 2.0m/s and post nerf 1.2m/s tail attack, with a 0.5 second reduction to the slowdown after hits, I don’t know if slowdown on tail hit is faster but if it is a VERY slight increase to reward good accuracy would be beneficial.
the final one is a large part because of the constant conflict between the community in terms of the tail attack, but with these buffs to the xenomorph I believe it will incentivize the use of the VASTLY improved turrets.