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Sentinel Neuro Combo #4822
Sentinel Neuro Combo #4822
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Won't this "combo" with any other slow/daze effect leading to weird results? Should also add some kinda indicator for stacking effects like what base prae has for acid hits |
teamwork is fun !! i made relatively sure that you cant cheese it too easily but if you teamwork with other sentinels or use your creativity well . thats part of the game . if its found to be too OP it can be adjusted on the go |
It's fun but not if it's unclear, which it would be if it triggered off unrelated abilities/effects applying any of the debuffs. Also 2 sentinels spitting on same target would probably lead to permstuns, not to mention the neuro slash applies daze so you get an instant stun off it. Bruh. |
What happens if you spit at a target already stunned/knocked down. Do they get stunned for an additional 1.75 seconds, will the combo reset and they'll get slowed, or will the spit have no effect? Also what exactly is daze? Does it also apply superslow or does it just make them shake around? Because if it's the latter then the 3rd spit becomes the weakest spit in the combo. |
1- if you are ALONE fighting 2 xenos at the same time ... well skill issue. |
no . the stun Resets to 1.75 which means trying to "stack" stuns just wont work . Daze reduces your FOV to about 3 tiles |
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 |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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 |
Co-authored-by: BeagleGaming1 <[email protected]>
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Conflicts have been resolved. A maintainer will review the pull request shortly. |
😈 |
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Balance-wise I'm alright with this but it seems hard to communicate to the target or xeno
no_clothes_neuro = TRUE | ||
if((target_human.dazed && target_human.superslowed) || target_human.knocked_down || no_clothes_neuro) | ||
target_human.apply_effect(power, WEAKEN) | ||
target_human.visible_message(SPAN_DANGER("[target_human] collapses into the ground.")) |
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Collapses to the ground
Also this message doesn't make sense if the target is already prone
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
I'd suggest building on #4842 with a proper combo counter for these, it's much more powerful and robust and allows more interesting interactions than just basing off status values |
will wait for #4842 to rebuild xeno spit |
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 |
About the pull request
Sentinel
Sentinel slowing spit now has a "combo" mechanic. that works like this:
1)Slow (4 seconds)
2)Super slow (2 seconds) - IF slowed
3)Daze ( 2 seconds)+ funny jitter effect - If super slowed
4)Stun (1.75 seconds) - if both Dazed and Superslowed or already knocked down ( stun doesnt stack) // PD : no its not infinite stun.
old behaviour
Super slow (2.5 seconds)
-No armor spit now only applies a 1.75 second stun instead of 3 seconds and doesnt stack.
-If you are hit with a no armor you will now be only stuned , not stunned and superslowed like before.
-Improved Var names and reduced code lines from slowing spit.
Explain why it's good for the game
Adds more gaming to sentinels so they can be more usefull as a utility-ranged Caste .
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑
add: Sentinel Slowing spit has a chain of effects (slow>superslow>daze>stun)
/:cl: