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Xeno Buffs- Make Xenos actually scary #2183
Conversation
this doesnt help rp in any way, it just makes it easier for new players to get killed by the untelegraphed xeno spawn(s) that immediately attacks you. you shouldnt need to have xenos be able to instagib you to rp being afraid of them port xeno antag instead |
Not even gonna consider making them scarier till someone ports over the stuff from RMC? |
as i said more damage just hurts new players, you get absolutely no warning before a xeno/slime/spider/etc spawns ontop of you and if you dont know how to lose them while being slowed by damage, you die |
Didn't actually look at the values of this PR but xenos def need to be buffed though. Right now they are way too squishy/weak. |
the problem is when we have good things spawn completely randomly, it fuckign sucks to just die to rng. |
Why not an announcement about xeno signatures in the ventilation system trying to escape, give it a solid 30 seconds or so for people to get ready to run/hide |
If I knew how to do this I would v.v |
the thing is they spawn from vents/scrubbers so its essentially make a xeno free room with a wrench and crowbar or go into a toilet or something |
We definitely need to have stronger xenos! As it stands right now they're basically Vent Critters +, they need to carry more weight. If untelegraphed xeno attacks are the problem, telegraph them! Make an announcement a minute or maybe even thirty seconds before they spawn, let people prepare, et cetera. Xenos deserve better rep! Delta V needs to be more dangerous! |
About the PR
This PR is a buff across the board to all xenos, to make them actually scarry. Doubles, sometimes triples their HP, and increases damage
Why / Balance
Xenos as they stand are nowhere near as scary as slimes despite having their own massive rare event. So now, they will be scary as hell
Technical details
Bumped HP and damage values considerably
Media
Requirements
Breaking changes
Changelog
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