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Grippod

Grippod

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Grippod
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  • @Slackrimosa said:

    Easy balance fix to Xeno being largely unaffected by turrets since you can walk into one and M1 it down without losing power and without addons.

    Keeping power or destroying a turret should be a tradeoff, either automatically with the addon or by having to lose power to send it to turret heaven.

    Survivors already have a repair/reload ability that could function with two charges instead of one.

    The slowdown effect caused by the flame turret could see a ~1% or so increase--giving the turrets slightly more urgency while not enabling the alien to run through the fire, break the turret, and catch up without much delay.

    Could just be my experience, but the survivors' knack for getting value out of turrets so far makes me think the current pain points may be more a part of the release learning curve rather than a balance issue. Something that does strike me is their placement area still limits turrets on indoor maps quite a bit though.