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# About the pull request Revives cmss13-devs#4023 - was never told what the problem with it was and the sentinel issues are undeniably still present. Would rather not leave a rework that I started unfinished. Follows-up on my old sentinel rework to buff its ability to 1v1 and address a bunch of other issues. The initial design goal was to turn the annoying bodyblocker into an offensive support caste with strong abilities for a t1 - but unable to make good use of them by itself, thus heavily reliant on teamwork. I initially worried about them being too strong and overdid the necessity for perfect play in 1v1 scenarios, leading to them struggling too much to the point where capturing even a lone out of position marine is way too difficult. # Explain why it's good for the game - Paralyzing slash buffs Currently the window to tackle successfully off the slash stun is extremely tight, you’d have to start tackling the moment the marine falls down which in practice just almost never happens. Current proc timer also gives too much leeway in getting away before getting downed. Might still be too much - Neuro Less spammy, more impactful and easier to chain with other abilities. - Scatter spit The spread cone was too wide and more unreliable at hitting than intended. Technically a nerf since it won't hit as wide of an area anymore. Cooldown lowered to give more impact when things are going well and reward taking the risk of staying in combat. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> </details> # Changelog :cl: balance: Sentinel neuro spit cooldown raised 1.5 to 2s, superslow 2.5 to 4s balance: Sentinel scatter spit scatter lowered 60 to 45, cooldown lowered 8s to 6s balance: Sentinel paralyzing slash stuns after 3 seconds instead of 4 and lasts 2.5 seconds from 2. /:cl:
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