Increase Weak Neurotoxin Length/Decrease Cooldown

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Mitchs98
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Increase Weak Neurotoxin Length/Decrease Cooldown

Post by Mitchs98 » 29 Jan 2015, 14:50

Right, So. A sentinels main job is to protect the hive, that's well and good, except when untill you evolve your spit does jackshit except knock them on the ground for around...1-2 seconds? That's nice if it's one marine, you can run and tackle them. A group? Oh please, you're fucked m8. It has too long of a cooldown to be good, it's underpowered if you will. For JUST the sentinel caste, not spitter, it should be buffed slightly. Not saying mega OP spam he to oblivion, but buffed, slightly. Weak or not, 1-2 seconds is useless.

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RE: Increase Weak Neurotoxin Length/Decrease Cooldown

Post by Minimike » 29 Jan 2015, 16:23

If you try hard enough you can be the best alien ever with it.

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RE: Increase Weak Neurotoxin Length/Decrease Cooldown

Post by DernSquirres » 29 Jan 2015, 16:45

No thanks, I think it's fine as it is.

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UnknownMurder
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RE: Increase Weak Neurotoxin Length/Decrease Cooldown

Post by UnknownMurder » 29 Jan 2015, 19:26

No need.

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MrJJJ
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RE: Increase Weak Neurotoxin Length/Decrease Cooldown

Post by MrJJJ » 29 Jan 2015, 22:38

1-2 seconds? seriously? what neuro did you used? weak one? that one does not even last 1-2 seconds, the normal one lasts good enough, the super one is just forever getting up
https://www.youtube.com/watch?v=yb0yGldNxBY

Its hard to see that someone one of the marines could be actually a russian traitor no?

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Mitchs98
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RE: Increase Weak Neurotoxin Length/Decrease Cooldown

Post by Mitchs98 » 30 Jan 2015, 14:19

Yeah, This thread was about weak neuro. Sents are basically useless if they rely on it due to it's low length and highish cool down

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Nalsur
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RE: Increase Weak Neurotoxin Length/Decrease Cooldown

Post by Nalsur » 30 Jan 2015, 17:08

The cooldown must be longer than the stun effect's duration to prevent the spam. So long as that math is in effect I don't care how long or short Neuro is, in reasonable limits of course.

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MrJJJ
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RE: Increase Weak Neurotoxin Length/Decrease Cooldown

Post by MrJJJ » 31 Jan 2015, 02:36

Mitchs98 wrote: Yeah, This thread was about weak neuro. Sents are basically useless if they rely on it due to it's low length and highish cool down
SENTS are not useless, the weak neuro does not last short, you have enough time to get the marine back in the hive or if there is any drone/queen/hivelord they can nest him quickly, you also have enough time to take off they armor and helmet and facehug them, Lets also say the sentinels have a very good slash damage too...
https://www.youtube.com/watch?v=yb0yGldNxBY

Its hard to see that someone one of the marines could be actually a russian traitor no?

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RE: Increase Weak Neurotoxin Length/Decrease Cooldown

Post by apophis775 » 31 Jan 2015, 14:00

It's find how it is.
Denied.

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