[code b***ty] Sentinel rework#10696
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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 |
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Stale exempt until code reviewed |
About the pull request
Sentinel is in a bad spot and even that is an understatement with the role currently in a limbo between being utterly worthless or a stun duration increase of 1 second away of being the best capper in the game, with the marine on the receiving side being absolutely unable to fight it in any way possible. This makes sentinel perhaps THE most difficult T1 to balance as the alternative will always be the caste being utterly useless and unfun to play, or extremely overpowered and unfun to play against.
TGCM solved this issue by having sentinel work around a stacking neurotoxin mechanic that dictates the stun duration as well as rewarding the sentinel for engaging in close range.
Goals
The idea is to add a unique gameplay loop to sentinel without infringing its core identity of being a stun based capture xenomorph that focuses on debuffing enemies from afar before going in for the final sweep.
Non-goals
Turn sentinel back into a nightmare caste where it flipflops between overpowered or worthless based on small numerical changes.
Content
Porting over the TGCM sentinel kit with some adjustments to fit the current CM playstyle.
Passive: Neurotoxin
Neurotoxin is applied by the sentinel’s “Toxic Spit” and “Toxic Slash”. The maximum amount of stacks a target can have is 30.
Neurotoxin stacks apply OXY damage to a maximum of 20
Toxic Spit | 1 Cooldown | Costs: 50 plasma | Applies 5 Stacks
Slows a marine as well as applying neurotoxin stacks. Passes other xenomorphs as if they have IFF.
Toxic Slash | 10 Seconds Cooldown | Costs: 100 plasma | Applies 10 Stacks
Inflicts large amounts of Neurotoxin stacks per slash. Only lasts for either 3 slashes or if the duration of 5 seconds has passed.
Catalytic Shock Tailstab | 10 Second Cooldown | Windup Time: 1 Second
Same behavior as a regular tailstab, with no damage modifier however. Applies following effects
Stab your victim, draining some Intoxicated stacks and gaining benefits from it. It removes 50% of the current stack amount on use.
If the victim is above 20 stacks, this ability will increase armor by 10 and grants the sentinel a movement buff.
Deals a proportional amount of damage. The formula for this damage is: ( Amount of stacks * 6 ) / 5. This translates to a minimum of 1.2 damage and a maximum of 36 damage NON-AP
Draining Bite | 12 Second Cooldown | Costs: 100 plasma
Bite your victim, draining some Intoxicated stacks and gaining benefits from it. It removes 30% of the current stack amount on use.
Inflicts knockdown. The duration of this knockdown is proportional to the amount of stacks the victim has, minus 1 second. For example; 30 stacks equals 2 seconds, and 15 stacks equals 0.5 seconds. The minimum duration is 0.1 seconds.
Explain why it's good for the game
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>tags.Changelog
🆑cuberound, datimesmog
balance:Sentinel base kit changed,
balance:Added Neurotoxin mechanic
balance:Added new sprites for Sentinel abilities
balance:Added a new sprite for the sentinel projectile
imageadd: new HUD element to track Neurotoxin stacks
imageadd: new HUD element for medhud to track Neurotoxin
/:cl: