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I'm sorry that you're unhappy with the intercept mechanic but it is integral part of the mod. There are various ways to bypass this mechanism such as shoot more bullets or use weapons that cannot be intercepted. Due to technical reasons, the alien intercept do not block beam type weapons such as flamer, cryo atomizer, railgun, laser and special towers like portal bomb tower.
These are explained in the provided google data sheet in the following link, https://docs.google.com/spreadsheets/d/1F4AvqYooRKcfjB-g9j6KICyDAT46lWaCDBQEGsDOniY/edit#gid=0 . The first data sheet that you see are the alien intercept parameters. Make use of the information as you will.
Somewhere on the alien with intercept capabilities, you will see a glowing blue effect which indicates its intercept is active. When the intercept is triggered, it starts a countdown which later cause the effect to turn into red smoke. This red smoke means the intercept is not active for the alien.
However for the next mod update, I'm revising the intercept thing; Lesigians and non-boss Baxmoth no longer have intercept for example. The intercept rates are still up for balancing.
I would like to convert the current intercept lua to more of area defense intercept (i.e protecting the area, not the alien itself) but this requires additional lua coding which I'm trying to solve with help of EXOR. For now, the intercept thing will remain at it is, but with lower rates and removal from certain aliens.