Railguns are too nasty - where's the alien response?
Keepbro
Join Date: 2013-01-15 Member: 179819Members
Since the update I've found that the game has become OP towards Marines and that Aliens struggle to do anything. The new gorge abilities are pretty useless really and the railgun is too nasty.
Please can you fix it so that Skulks are stronger again and that the aliens have some response to railguns (maybe the carapace spur means no instant kill when railed or something).
Please can you fix it so that Skulks are stronger again and that the aliens have some response to railguns (maybe the carapace spur means no instant kill when railed or something).
Comments
seriously... if marines have railgun exos on the field it means aliens have already botched up. it takes forever to research, and it's an act of lunacy to take before jetpacks/other essential research/upgrades.
at that stage; if you're still pottering around as skulk then you failed.
And here I was going to recommend that Rail Gun exos move a little bit faster than their ammo heavy counter parts
Actually in general I'd like to see Fist Exos move faster period, but maybe another day when there isn't a sale going on and I can get good stats info
It's just so far I've been able to just shoot in the general direction of the alien(s)/target and get a hit and it's not like I'm aiming carefully to do so.
Maybe a slight decrease in size of the railgun shot would be in order just so it's not so easy to one shot them 5 skulks coming at you while you're backing up.
As of the babblers to be honest I've done more damage against structures with the babblers over marines/other moving targets but I think they'll be improved over time so yeah give it time and they'll be as deadly as piranhas on land!
Oh! As of the whole "skulk's been nerfed into oblivion" which alot of people claim; I'm sorry but I haven't been able to tell a difference honestly so whatever they changed just change it back if it's so bad, I don't see why skulks needed to be "nerfed" when the tracking/hit detection was improved or whatever that's about.
I must ask, do you post anything besides "EVERYONES JUST CRYING"
It seems like of all the crying, you're doing the most...
*ka-SPLORT*
There it is.
Hahah, that was an awesome image. Railguns remind me of the Instagib Mutator back in Unreal Tournament.
The reasons marines are even stronger now is it's now absurdly easy to hit skulks, which honestly wasn't an imbalanced match up before for the marine. But it's always been sort of like this, shotguns are OP garbage, ARCs are amazing, early mines dominate, but aliens have fades which can deal with it if both teams are relatively equal in skill, and bile bomb would win them the game despite any advantages the marines had gotten being stronger earlier.
THIS is what needed to be fixed. It reminds me of in early January, they did a change to lerk flight for whatever stupid reason, I have not touched a lerk since really and that is ALL I played before. Why marines can jump around, do a backflip over a skulk while shooting him in the head, no recoil no anything, but lerk flight needed to be hampered (just like they have done to skulks in this patch) so you can't make quick turns is just beyond me. You were still taking a massive risk getting in there on marines, a shotgun on a good player and you were done.
Hopefully they figure it out, I thought this game was at it's best in early Jan/December. Haven't liked many changes.
This is currently the reality, railgun exos move the fastest out of all 3, followed by single minigun and dual minigun.