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Fm timeing changes #6097
Fm timeing changes #6097
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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 |
Co-authored-by: Drathek <[email protected]>
Co-authored-by: Drathek <[email protected]>
Co-authored-by: Drathek <[email protected]>
Co-authored-by: Drathek <[email protected]>
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Yeah the timing feels better now. Ultimately it goes off faster, but the last warning actually occurs before rather than as the first volley hits.
About the pull request
drethek said FMs should be more powerful and told me that the warnings are a bit too mutch, and they are, you can run on the other side of colony from start of warning to when CAS opens fire. this PR shortens the fire
Explain why it's good for the game
still alows you to awoid CAS if you start running when you hear it, while increasing the chance of hitings of those who do not run
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
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balance: FM sound is 4 seconds before CAS open fire from 5
balance: FM direction warning is 1 seconds before CAS open fire from 1.5
/:cl: