veto
interceptor now gives him immunity to other abilities that's not a projectile like breach stun/flash, but it still can affect other player (basically mini veto ult), the immunity part needs him to be on line on sight with the interceptor
interceptor is now fuel-based, max duration 8s, redeploy time/retrieved 20s cooldown, if destroyed 45s cooldown (thanks vyse-fan)
Np happy for the shoutout. I'd probably add that you as an enemy should be able to see the tether on the veto + visible difference of the veto (think of it the same way as a chamber in his tp) to tell you that he is buffed.
As for
sonic sensor windup goes from 0.5 >> 0.2s, it will be reactivated after 5s if not destroyed
I mean it isnt a bad change... But there's still the problem of reliability... Like in a post plant or retake setup the stuns are crazy.
And my reliability problems are 2 things
- Stuns... On a movement agent like Neon or a Hinder Saturate on Waylay work because their movement allows them to exploit the inability to shoot fast to actually secure kills.
On basically any other agent... It is useless. saturate is a bit better cuz it slows all movement which exploits the common pattern of dodging players use... Jumping. But fundamentally its an unreliable tool
- Detection... She requires sound... The big problem. Their detection is so easy. I dont find her tool reliable to even proc at all correctly. Either we make them almost indetectible to make sure our enemies respect it when they hear the sound of its existence. Or we make them intimidating in reliability, by making them work off of something that is more reliable. Movement seems like an idea to me
As for my fixes to the problems...
- Replace the Stun with a Nearsight or something similar to it, maybe a reveal or even a jam effect which targets the strongest weapon on order of primary>secondary>knife. Make it a real threat to actually detonate and force respect
- Add a 0.3s detonate for sound detect, alongside a 1s detonate for movement. My logic is simple, you can move for max 1s within the area, before you are detected. The bar goes down at double the same rate. (I.e if you moved for 0.3s then paused it takes 0.6s to go down). And if you move for 1s continuous, then 0.5s before it detonates