Have finished glorianna stims toll H40 on shiv needle melee scum with another desperado uzi scum in team, AMA.
Desperado is literally untouchable when it comes to dmg, not even purg psyker can compete, not without shriek on top at least.
Have finished glorianna stims toll H40 on shiv needle melee scum with another desperado uzi scum in team, AMA.
Desperado is literally untouchable when it comes to dmg, not even purg psyker can compete, not without shriek on top at least.
Despe is too secure.
Nothing to do with pickpocket… but the talent that makes you immune to ranged attacks is making you untouchable.
it makes you immune to all attacks it’s crazy
True…
And you’re right to correct me… because, yes IT IS CRAZY
i mean it IS an alternative to die die die, no ? ![]()
unless you do a misplay like me just now and against better judgement try to rezz some idiot that was far behind on his own volition…. that way scum goes down pretty fast ![]()
Ah I see…
You think I have a problem with that? no, that’s MY WAY to learn.
I usually intentionally push to the limit all characters when I learn a class.
I put myself in danger to TEST the talents
That’s how I know my zealot and know what I can do and what will kill me.
With despe yes I don’t die… but that’s not what I want to play. From time to time, this can be interesting.
However, playing the crowbar with rampage is so satisfying… but requires training. The single threat attack is really good, however also dangerous (as it controls only one enemy).
That’s why solo game mode would be better.. for the others… not for me. Because, perso, I really don’t care to die.
Dying is the way to master your character… each time you die, you learn. The point is to quit the moment where you just die
(as a Scum, I actually can spend an entire mission without dying.. but with shivs… with crowbar, I have not yet the training to not get down in an entire mission)
and yes, I know I am not in the majority. The majority search on the internet to see what is the meta, and play that. That’s not me.
I feel like this is said a lot and its a dead horse but whatever you’re doing, I can do with psycher or vet, or ogryn to a better effect.
edit: that comes off arrogant, but what I really meant to say is, the other classes have just as much damage effect, with survivability, and a team utility of some kind.
no worries there, confidence if backed by facts is warranted.
thing is 99% of the servers population doesn’t perform at that level, so right now “le scüm” is zoom zealot on speed and a hobo-killing spree ![]()
NIMBLE Talent is allegedly bugged and the safe dodging window is actually reduced by 50% instead of being increased by 50%. Suggest NOT taking the Nimble Talent until it’s fixed. People I talked to have said it makes a big difference removing it.
Oh! Thanks for the heads up. I’ll try it out and see how it goes.
yeah it’s pretty hilarious
Yes, I’ve read all that - although reading the entire thread maintains some uncertainty about how it’s all working in practice, even in terms of what Kuli reported and can see.
Yes, because Nimble’s second buff (
dodge_distance_modifier) is modifying dodge speed down the line. The velocity during dodge is increased but not the dodge distance, so the dodge is over sooner. This obviously affects dodge actions against any attack. The linger buff still helps dodges against melee attacks.
It’s confusing and people still reporting it being an issue. I stopped using it and it was an enormous difference in hits taken. Other friends reported the same.
So the physical dodge is longer with nimble but the defence buff times out before the dodge has ended?
My simple brain can’t get my head around what’s happening with it lol
I don’t really understand what’s going on either - other than something feels off about it.
Been curious about that and have been avoiding it since. Been going for the slide immunity for now
I mean no matter what it says on the tin, if it’s detrimental to my playstyle it’s not gonna get used.
doesn’t help that fatshark isn’t addressing the ambiguity in the patch notes either
Distance remains the same, window is shortened due to sped up animation, however, the lingering I-frames starting upon finishing the dodge last 50% longer.
Whether it’s a net positive or negative, I don’t know, ask someone in knowledge of the actual timer numbers. Weapon dependant prolly.
I just tested it in the meatgrinder and I seem to travel much further per dodge with Nimble enabled though?
That’s the problem
You dodge faster… and the dodge stops before it would have with a normal dodge… then you get this hit you would have dodged… and even if the dodge window is increased (cause the increase do not compensate the dodge speed).
At least, this is what I understood