Career Officer
Join Date: Jun 2012
Posts: 949
# 41
02-11-2013, 10:35 AM
Quote:
Originally Posted by guriphu View Post
The bomb does have a proximity detonation radius now. It is a recent change and not reflected in the tooltip or patchnotes, so far as I am aware. I for one preferred it the way it was.

Strike Team and Science Proficiency have total animation lock (as does Engineering Proficiency), and Nanoprobe Infestation has a partial animation lock.
Engineers also have partial Animation Lock with deploying their Turrets, Mortars etc..
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Captain
Join Date: Jun 2012
Posts: 604
# 42
02-11-2013, 11:54 AM
Ok, yeah, I've seen that with the bomb. I thought it must have taken damage somehow.


Regarding animation lock: it looks like Engineers have the most powers with it, is that right?
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Career Officer
Join Date: Jun 2012
Posts: 1,169
# 43
02-11-2013, 12:49 PM
"Relativity Pistol: The Hold and Damage Immunity should now always last the same duration, regardless of the user and targets' innate resistances and buffs."

I guess this is the fix you guys have wanted for a long time?


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Captain
Join Date: Jun 2012
Posts: 684
# 44
02-11-2013, 01:21 PM
Quote:
Originally Posted by snoge00f View Post
"Relativity Pistol: The Hold and Damage Immunity should now always last the same duration, regardless of the user and targets' innate resistances and buffs."

I guess this is the fix you guys have wanted for a long time?


It's still broken, the fix didn't fix it.
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Lieutenant
Join Date: Jun 2012
Posts: 79
# 45
02-11-2013, 01:25 PM
Quote:
Originally Posted by snoge00f View Post
"Relativity Pistol: The Hold and Damage Immunity should now always last the same duration, regardless of the user and targets' innate resistances and buffs."

I guess this is the fix you guys have wanted for a long time?
Yes it is the fix we are waiting for.........
But nope it is not fixed yet

"This is NOT working correctly yet."

"Thought i'd mention that the latest tribble patch did NOT FIX the stasis pistol issue yet at all..........."

Real Join Date: 2009

Last edited by shailat; 02-11-2013 at 01:30 PM.
Commander
Join Date: Jun 2012
Posts: 314
# 46
02-11-2013, 03:29 PM
Quote:
Originally Posted by guriphu View Post
The bomb does have a proximity detonation radius now. It is a recent change and not reflected in the tooltip or patchnotes, so far as I am aware. I for one preferred it the way it was.

Strike Team and Science Proficiency have total animation lock (as does Engineering Proficiency), and Nanoprobe Infestation has a partial animation lock.
From a PvP standpoint, having the bomb set to proximity is actually quite invaluable. Not only does it trigger at the right time, it also blows up on any cloaker walking too close to the bomb. At the same time it decloaks the cloaker via knockback. Engineers don't have tricorder scan or target optics. Transphasic bomb presents the class with an interesting way to deal with cloaked players. You can't sneak up on an engineer while under cloak if they are standing next to a transphasic bomb.
Commander
Join Date: Jun 2012
Posts: 451
# 47
02-11-2013, 03:35 PM
I'm sure you can get close enough to get in pulsewave range, as my own experiments with the bomb have shown that it has a laughably small radius (and very slow response time).

Is it a good idea though? Maybe if you're a suicide bomber, but if I were a cloaker, I'd just look for someone else to deal with.
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Career Officer
Join Date: Sep 2012
Posts: 85
# 48
02-11-2013, 06:08 PM
Would maybe be a good idea to mention at the bomb one that it has no cooldown when it auto-explodes by proximity... couldn't hurt to get some dev confirmation if thats actually an intended feature as it seems almost to good to be true as it wasn't like that before the proximity was patched in and it can totally outdo dmg of other kits when used like that.

so maybe

"(3) Bomb has no cooldown when auto-exploding by proximity - intended feature?"
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Last edited by mikiiy; 02-11-2013 at 08:02 PM.
Lieutenant
Join Date: Jun 2012
Posts: 63
# 49
02-11-2013, 06:38 PM
If I'm not mistaken, the auto-exploding cooldown is only instant when the explosion doesn't hit anything.
Career Officer
Join Date: Sep 2012
Posts: 85
# 50
02-11-2013, 07:04 PM
Quote:
Originally Posted by tk79 View Post
If I'm not mistaken, the auto-exploding cooldown is only instant when the explosion doesn't hit anything.
Its always instant with no cooldown unless triggered manually, makes triggering em manually being the worst idea ever unless you really have to atm. And thats what makes this design feel a bit wrong actually, cause automatic triggering is easier then manually triggering yet you get punished with a penalty for doing it manually.
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