Slingshot: Difference between revisions

Content deleted Content added
m we're movin that bitch around. E and Q positions have been swapped [Q is now above the E on the wiki!]
m rewording and updating descriptions
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|Passive
|Mobility
|Press SPACEJump mid-air to double jump, and press and hold SPACEspace after double jumping to hover. Additionally,After afterevery usingability anis abilityused, gain haste for a short duration.
|'''Double Jumpjump height:''' TBA<br>'''Hover duration:''' 1.5 seconds (max)<br>'''Double jump and hover cooldown:''' 0.25 seconds + hover duration<br>'''Haste:''' 20% for 5 seconds|[[File:Ezgif-3-3c960d3ede.gif|frameless|300px]]
}}
''Details:''
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|Primary
|Hitscan
|Hold to charge a shot and release to fire. Damage decreases with distance.
|Fire a beam that instantly travels towards your crosshair. Hold down M1 to charge up, increasing its damage. Damage is reduced the further the projectile travels.
|'''Damage:''' 5-25 (based on charge time)<br> '''Maximum Charge Time:''' 1.5 seconds<br>'''Damage falloff:''' Starts at 50 studs, loses 1 damage every 3 studs thereafter down to a minimum of 2<br>'''Range:''' 300 studs<br>'''Fire Rate:''' 0.25 seconds<br>'''Ammo:''' ∞
}}
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{{Abilitytable
|Heavy Sling ShotHurler
|Heavy Sling ShotHurler
|[[File:placeholder.png|150x150px]]
|Secondary
|Ability
|Hitscan/[[Status Effects|Status]]
|AfterCharge a delay, fireup a large beamshot that stuns enemies hit. Piercesand throughpierces forcefields.
|'''Damage:''' 40<br>'''Stun duration:''' 1 second <br>'''Casting time:''' 1 second <br>'''Range:''' ∞<br>'''Cooldown:''' 10 seconds
|[[File:Ezgif-5-fd06854930.gif|frameless|400px]]
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|Scattershot
|[[File:placeholder.png|150x150px]]
|Q Ability
|Projectile/Mobility
|PerformShoot athree small hop towards your crosshair, then shoot 3 beamsshots that ricochet offagainst playersanything and surfaceshit. Each beamshot canwill only ricochet 23 times and each shot cannotcan hit an enemy more than once.
|'''Damage:''' 12 * 3<br>'''Max. no of ricochets:''' 23<br>'''Casting time:''' 1 second<br>'''Range:''' ∞ <br>'''Cooldown:''' 6 seconds
|[[File:Ezgif-3-e4fe51dd7c.gif|frameless|400px]]
}}
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{{Abilitytable
|Sidestep
|Dodge
|Sidestep
|Dodge
|[[File:placeholder.png|150x150px]]
|E Ability
|Mobility
|FlipDodge towardsin the direction you're moving towards.
|'''Range:''' 20 studs<br>'''Cooldown:''' 5 seconds
|[[File:Ezgif-3-83b2b6ee57.gif|frameless|300px]]
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|Leg Day
|[[File:placeholder.png|150x150px]]
|[[UltimatePhinisher]]
|Hitscan/Mobility
|After an animation, gainGain a large walkspeedspeed increase.boost, Youryour next 3 primary shotsprimaries create a giant laserlasers that goesgo through walls and players.
|'''Damage:''' 50 <br>'''Range:''' 500 studs <br>'''Max recasts:''' 3<br>'''Haste:''' 100% for 30 seconds or until the ultimate ends<br>'''UltPhinisher pointscost:''' 100
|[[File:Ezgif-4-cd59bbcfda.gif|frameless|400px]]
}}
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Slingshot is a Phighter who utilizes his mobility to pepper enemies with mid-to-long range damage. Slingshot's horizontal and vertical mobility is the best among the ranged Phighters due to its low downtimes and abundance in his kit. This can be used to make fast openings to harass enemies, avoid damage or to quickly reposition. In addition, Slingshot's exceptional mobility allows him to be played in a variety of positions and playstyles based on the player's preference. This versatility allows Slingshot to be slotted into many team compositions and adapt accordingly to their team's needs.
 
Slingshot's 150 hitpoints is average for a ranged Phighter. However, Slingshot only has 50 shield, giving somelittle room for error if he gets caught out. Regardless, theThe player must be be mindful of their small shield amount as taking too much damage can be costly if the team lacks a [[Medkit]].
 
A significant weakness for Slingshot is that all of his damaging abilities suspend him in place or slow him down during use. This can give the enemy an opening to output significant damage against him if the player is caught out of position. Mobile rushdown Phighters such as [[Skateboard]] or [[Biograft]] can outmatch Slingshot's mobility and give him limited opportunities to retaliate if they catch him off guard.
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Slingshot does not have to stick to a playstyle throughout a match. The player can choose to make adjustments midgame.
 
Maps that use narrow hallways and chokepoints such as [[DODGEBALL!]] or larger maps such as [[King of the Hill]] benefit Slingshot greatly. The former can turn Slingshot's ultimatephinisher into a team-wiping threat and allows his piercing trait to be utilized more. For the latter, Slingshot's mobility allows him to quickly traverse large maps and fully utilize the range of his abilities.
 
 
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** Tap-firing shots is useful for finishing off low health targets, dealing with mobile Phighters or to reset shield regen on Phighters with innate shield.
** Charged shots can be used in quick exchanges where the player wants to avoid exposing themselves for too long, such as against a [[Hyperlaser]].
* Heavy Sling ShotHurler
** Heavy Sling Shot can pierce multiple enemies. The player should angle themselves in a way where multiple players can be pierced by the shot.
** Landing a Heavy Sling Shot guarantees a free Scattershot or Sling Shot to follow-up.
** Heavy Slingshot's shield-piercing trait allows Slingshot to two-shot Phighters with low health stats if he lands it twice. It is also effective for finishing off opponents hiding behind a large shield value.
* Dodge
** Dodge gives Slingshot slightly more height, which is useful for helping him reach vantage points.
* Scattershot
** Scattershot's hop can be aimed upward to help Slingshot gain extra height for reaching vantage points.
* Sidestep
** Dodge gives Slingshot slightly more height, which is useful for helping him reach vantage points.
* Leg Day
** Keep in mind that the player cannot use their other damaging abilities during the effects of Leg Day. It is recommended to use them before ulting.
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'''Development:'''
* Slingshot's ultimatephinisher is inspired by Sova's ultimate in VALORANT, "Hunter's Fury".<ref>[https://cdn.discordapp.com/attachments/822983351622959125/967150031591317534/unknown.png 7GB0 on Boggio Community Discord]</ref>
*When being designed by Sodakettle, Slingshot was intentionally designed with cat-esque horns.
'''Skins:'''
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* [[Slingshot#Sling Shot|Sling Shot]]
** '''NEW EFFECT:''' Projectile goes through ally players.
* [[Slingshot#Heavy Sling ShotHurler|SlingHeavy ShotHurler]]
** '''NEW EFFECT:''' Projectile goes through ally players.
* [[Slingshot#Scattershot|Scattershot]]
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'''[[V0.3.0/Additional Versions#24 September 2022|24 September 2022]]'''
* [[Slingshot#Heavy SlingHurler|Heavy ShotHurler]]
** Stun duration increased from 0.5 seconds to 1 second.
** '''REMOVED:''' Damage no longer pierces shields.
 
'''[[v0.3.0/Additional Versions#5 September 2022|5 September 2022]]'''
* [[Slingshot#Sling Shot|Sling Shot]]
** Damage changed from 10-25 to 5-30.
** Charge time decreased from 2 seconds to 1.5 seconds.
 
'''[[v0.3.0/Additional Versions#3 September 2022|3 September 2022]]'''
* [[Slingshot#Sling Shot|Sling Shot]]
** Damage increased from 3-25 to 10-25 (based on charge time).
 
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'''[[v0.3.0/Additional Versions#29 August 2022|29 August 2022]]'''
* [[Slingshot#Sling Shot|Sling Shot]]
** Hitbox changed from server-side to client-side.
 
'''[[v0.3.0/Additional Versions#26 August 2022|26 August 2022]]'''
* [[Slingshot#Quick Feet|Quick Feet]]
** Double jump cooldown reduced from 1 second + hover duration to 0.25 seconds + hover duration.
 
'''[[v0.3.0]] - 26 August 2022'''
* [[Slingshot#Quick Feet|Quick Feet]]
** '''NEW EFFECT:''' Double jump now has a 1 second cooldown on use. The cooldown is extended if the user hovers (based on hover duration). The cooldown does not start until the player lands.
* [[Slingshot#Sling Shot|Sling Shot]]
** '''REWORKED:''' Damage no longer falls off based on distance. Can now hold M1 to charge up for damage, max. 25.
* [[Slingshot#Heavy SlingHurler|Heavy ShotHurler]]
** '''NEW EFFECTS:''' Now stuns damaged enemies for 0.5 seconds. Now pierces Boombox's forcefields and [[Health and Shields#Shields|shields]].
** Damage reduced from 50 to 40.
* [[Slingshot#Scattershot|Scattershot]]
** Number of ricochets increased from 1 to 2.
* [[Slingshot#Leg Day|Leg Day]]
** UltPhinisher pointscost increased from 75 to 100.
** '''NEW EFFECT:''' Now shows a player trail while the ultimate is active.
 
'''18 April 2022'''
* [[Slingshot#Quick Feet|Quick Feet]]
** Hover duration reduced from 2 seconds to 1.5 seconds.
** '''BUG FIX:''' Double jump no longer breaks in [[Fractured Space]].
 
'''17 April 2022'''
* [[Slingshot#Sling Shot|Sling Shot]]
** '''BUG FIX:''' Slingshot primary now properly registers damage.
 
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* General additions and changes
** Slingshot received other unknown nerfs.
* [[Slingshot#Heavy SlingHurler|Heavy ShotHurler]]
** Cooldown increased from 6 to 8 seconds.
* [[Slingshot#Scattershot|Scattershot]]
** Damage per projectile reduced from 10 * 3 to 8 * 3.
}}