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rosered

rosered

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rosered
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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!

  • 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.