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Found 2 results

  1. Don't get me wrong, I like a challenge But the teleporting guys need some work. I mean, where's the fun in running around a level for an hour trying to find the last guy, let alone the last guy who upon being found, then buggers off to the other side of the map. This was an annoyance with the OG, and these guys make that annoyance worse lol! I would suggest that they have a much more limited range, and upon teleporting successfully they should make a noise where an on screen indicator gives you an idea of where they've gone to.
  2. Sorry if I am making a lot of threads but these are all feedback on the beta builds. It seems like the teleporting alien is extremely op, they can easily teleport away from an area if you have them cornered, they can teleport in and just get tons of flanked shots in on your guys (Once one teleported behind my men and shot 2 times with a exploding plasma), Also they have *very* high health for something that agile. Proposed things: Make there teleport cost more tu to do or make them have less tu overall or make them more frail Also it seem armor just acts sporadic sometimes, sometimes a guy can take like 3 shots to the face and live (taking like 3 damage each) or it just bypasses the armor completely and does crazy damage (Note I tested this with 2 armored solders who wasnt shot at all, the first one took little damage, the second one get massive damage.)
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