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Hedgehog explosion immunity rebalance #6104
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Hey look it's my change just missing the sprite changes that make this so you can interact with this change as a marine. |
code/modules/mob/living/carbon/xenomorph/strains/castes/ravager/hedgehog.dm
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…r/hedgehog.dm Co-authored-by: Birdtalon <[email protected]>
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Just apply the slowdown changes morrow pr'd a while ago and +1s on shield cd or roll back duration to 2s. Touching slash damage is a bad idea because it gets too much unnecessary 1v1 power, it really does not need more damage. |
code/modules/mob/living/carbon/xenomorph/strains/castes/ravager/hedgehog.dm
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code/modules/mob/living/carbon/xenomorph/strains/castes/ravager/hedgehog.dm
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code/modules/mob/living/carbon/xenomorph/strains/castes/ravager/hedgehog.dm
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…r/hedgehog.dm Co-authored-by: Drathek <[email protected]>
About the pull request
Hedgehog now only has explosion stun immunity if you're above half shard rate.
Explain why it's good for the game
Hedgehog is arguably one of the safest castes right now, always has grenade immunity, no longer has a slowdown and an increasing armor rate with its spikes and an invincibility button.
The immunity was given due to the slowdown it naturally had, but recent changes have touched that without removing or touching up its immunity, this tries to fix that.
Testing Photographs and Procedure
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balance: Hedgehog now gains explosion immunity to nades if you have above half shard amount.
/:cl: