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Sentinel buffs #4023

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GoldenDarkness55
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@GoldenDarkness55 GoldenDarkness55 commented Jul 27, 2023

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

  • too reliant on others

they struggle in 1v1 situations far more than any other t1 caste

  • often unable to make an effective/satisfactory use of their kit

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:

@github-actions github-actions bot added Feature Feature coder badge Balance You need to be a professional veteran game maintainer to comprehend what is being done here. labels Jul 27, 2023
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github-actions bot commented Aug 4, 2023

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

@github-actions github-actions bot added the Stale beg a maintainer to review your PR label Aug 4, 2023
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wouldn't hibernate make sentinels unable to hear hivemind/word of queen?

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GoldenDarkness55 commented Aug 10, 2023

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.

wouldn't hibernate make sentinels unable to hear hivemind/word of queen?

It would, yes. It's probably an easy fix for proper coders, but I've no idea how to work around that.

@github-actions github-actions bot removed the Stale beg a maintainer to review your PR label Aug 11, 2023
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Butlerblock commented Aug 12, 2023

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.

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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

@github-actions github-actions bot added the Stale beg a maintainer to review your PR label Aug 20, 2023
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Not feeling this one.

@morrowwolf morrowwolf closed this Aug 22, 2023
@GoldenDarkness55 GoldenDarkness55 mentioned this pull request Sep 22, 2024
github-merge-queue bot pushed a commit that referenced this pull request Nov 2, 2024
# 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:
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4 participants