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Sentinel buffs #4023
Sentinel buffs #4023
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
wouldn't hibernate make sentinels unable to hear hivemind/word of queen? |
Seems it'll go stale and autolock. Whoever wants should feel free to revive if that happens. If the buff won't bring it up to par, might be worthwhile to test changing shotgun neuro to root instead of KD and give the spit a short non-stacking KD on a somewhat short cd + swap superslow to slow on low duration.
It would, yes. It's probably an easy fix for proper coders, but I've no idea how to work around that. |
You could make it a weaken(or whatever variable cm uses for stuns) as well as a mute(not sure if this exists for xenos) instead of a sleep. While this will allow them to have vision around them, it would indicate better to xenos around them that the sentinel is hibernating and needs moving if in danger. |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
Not feeling this one. |
# About the pull request Revives #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:
About the pull request
Follows-up on my old sentinel rework and buffs it into a more adequate state as it's severely underperforming.
Explain why it's good for the game
Having been the one to rework them, while I don’t regret it and think they’re in a far better place now than with the old braindead 1 ability stunlock kit, I believe they’re underperforming as t1s
The initial design goal was to turn the lil 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.
In practice they became
they struggle in 1v1 situations far more than any other t1 caste
Their entire kit is about supporting and working with other caste, which requires them walking out with bulkier t3s and leads to them eating a ton of bullets that they’re ill-suited to tank. Compounded with said teamwork often being unreliable (either because there were too many bullets and the sent had to fall back unable to follow the t3, or the players just didn’t mesh very well etc) and their slow healing it can be frustrating to play when on such a bad streak of achieving nothing and having to rest.
Therefore the "hibernate" ability, to mitigate the downtime and better allow it to actually support the tankier frontline xenos without having to take ages to heal inbetween.
Also considering sentinels are supposed to guard the hive I think it’s cool and fitting to have an ability centered on hibernating somewhere.
Speed increase to let and encourage them to support backliners aswell as make it easier to work near the front.
Tackle buffs - addresses the paralyzing slash interaction - currently the window to tackle successfully is extremely tight, you’d have to start tackling the moment the marine falls down. This results in average player being entirely unable to chain these two abilities properly and even in the cases where he played good and should be winning a 1v1, the marine still comes out on top because the sent didn’t play perfectly - balance for 1% bad.
Rest I believe to be self explanatory.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑
add: Added a new ability to sentinel - "Hibernate" - causes them to enter a 10 second sleep that restores their health and plasma to full. Requires weeds. 50 second cd and 150 plasma cost.
balance: Sentinel neuro spit cooldown raised 1.5 to 2s, superslow 2.5 to 5s
balance: Sentinel scatter spit scatter lowered 60 to 45, cooldown lowered 8s to 5s, stun time increased 0.7s to 0.8s and added a 1.5s slow
balance: Sentinel paralyzing slash stuns after 3 seconds instead of 4.
balance: Sentinel speed raised from -0.8 to -1
balance: Sentinel tackle now requires 3 attempts instead of 4.
/:cl: