yeah
Sniper Rework
C: Perfect Arc: 50 second cooldown
When Perfect Arc is activated, during the startup Perfect Arc is replaced with “Fake”.
This will do a pumpfake on Perfect Arc. after this, Perfect Arc can be performed again, or the user can choose to pass to a teammate/make a normal shot (which can’t be faked). Fake cannot be performed after it is used once during a Perfect Arc.
if Fake is activated and and the Sniper doesn’t use Perfect Arc (ball gets stolen, passed, normal shot) Perfect Arc does not go on cooldown.
during the small Window that the Sniper is on the ground, the ball can be stolen. This window immediately ends if Sniper passes, shoots the ball or activates Perfect Arc again.
Perfect Arc can now fadeaway backwards, left, or right. Fake cannot be used if Perfect Arc is fadeaway’d.
Percect Arc also cannot be used after a normal shot pump fake. Given you can now pump fake the Perfect Arc itself being able to Perfect Arc after a normal pump fake would cause problems.
Sniper’s Chemical Reaction is now available in Base
now it can only be activated with the same criteria of Perfect Arc (past half court)
it shares a cooldown with Perfect Arc, meaning upon activation it resets Perfect Arc’s cooldown and cannot be activated if Perfect Arc is on cooldown.
the cutscene for this chemical reaction will end earlier, right before the moment the shot is made to give defenders an opportunity to block.
V: Stinger 55 Second Cooldown
a short dribble that travels around opponents. can only be activated if the Sniper has the ball and has an opponent infront of them.
this dribble has a very small stun. from the activation point and to the point where Sniper reaches their destination, the opponent’s stun will have already worn off.
after this ability is completed the Sniper can choose to followup into “Quick Release” (Sniper’s current V ability) if they’re in the 2 point area.
Awakening
C: Perfect Arc (Same as base)
V: Deadeye Sequence 20 second cooldown (on ball only)
A long windup unblockable shot where Sniper leaps high into the air. the player is tasked with pressing their jump button (space) the moment Sniper reaches his highest point in the air.
this is a timing event that requires moderate skill. if the Sniper misses their timing, they’ll take the shot but will miss. the closer the timing the closer to the goal. on correct timing the ball will reach the goal every time.
this can be used from any location on the court and the Sniper must be facing the goal.
even if the Sniper misses a coordinated teammate or enemy can rebound.
B: Full Court (slight rework) (on and off ball)
on ball variant is the same as it is currently.
off ball variant: queues an animation of of Sniper blocking an enemy opponent’s shot in their court, then shooting the full court shot everyone is familiar with. requires the enemy team to have the ball and be on your side of the court (the goal the enemy team scores at)
check out my lock rework also (it's awesome) https://discord.com/channels/1326149032384532530/1392398878237528124