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Oppressor cooldown changes #5154
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code/modules/mob/living/carbon/xenomorph/abilities/praetorian/praetorian_powers.dm
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code/modules/mob/living/carbon/xenomorph/abilities/praetorian/praetorian_powers.dm
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Cool just a couple more things to add for clarity otherwise looks good to me.
code/modules/mob/living/carbon/xenomorph/abilities/praetorian/praetorian_abilities.dm
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code/modules/mob/living/carbon/xenomorph/abilities/praetorian/praetorian_abilities.dm
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…praetorian_abilities.dm Co-authored-by: Birdtalon <[email protected]>
…praetorian_abilities.dm Co-authored-by: Birdtalon <[email protected]>
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Will need balance approval. But I think a good change to make Oppressor have much less downtime throughout the game and make missing a hook less punishing.
code/modules/mob/living/carbon/xenomorph/abilities/praetorian/praetorian_abilities.dm
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been fine from what i've seen
About the pull request
Lowers the oppressor tail_abudct (the hook) to 15 seconds of cooldown and makes the windup faster.
Makes punch shave off cooldown from the abduct for 5 seconds
All have been tested but i would like this to get testmerged first so i can actually see the results in game, nothing is set in stone and i want to edit this further so the cd / cd reduction isnt too powerful, they're just numbers ive decided were good enough to atleast make the caste decent for the time being.
Explain why it's good for the game
Oppressor has been a snoozer strain for a while now where you cast an ability, and IF it hits you get to play the game otherwise you wait 20 seconds and thats just not fun. Especially for what the ability is, a 20 second cooldown is not worth it.
I've talked with a few people that all agree that the downtime for what you "could" do with oppressor is not worth it. And i have to agree with them, the caste feels boring to play and its basically half dead due to the amnout of downtime you have between abilities compared to how everything else works. The idea of this is to make it so its not busted out of its brain but atleast not an observer++ strain so you can feel more involved in the gameplay.
Testing Photographs and Procedure
Changelog
🆑
balance: Oppressor tail abduct changed to 15 seconds and lowers the windup to 7 deciseconds
balance: Changes around the punch effect so that instead of having to meet demonic standards, you only need to punch to lower your tail/hook on oppressor.
fix: You will now automatically punch chest if the target you are aiming at is delimbed instead of doing nothing
/:cl: