But the most important enemy the Flashbang disables is the Sectoid-disoriented Sectoids can’t perform psychic abilities, and abilities they’ve already cast and are channelling will be broken upon the flashbang landing, cancelling nasty Mind Controls and even dispelling Psi Zombies from their reanimated existences. On the surface its large radius and aim penalty seem helpful, but the most important detail is that what flashbangs do is disorient targets, disabling many abilities for the duration such as Stun Lancer meleeing, Muton grenading and even Codex teleport and cloning, just to name a few.
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