Is the code saying that with Nimble the dodge distance is the same but the dodge is “faster” and thus the dodge window would be over quicker - except then the dodge window is also buffed up 50% longer to compensate, but that previously this only applied to melee and now it applies to ranged as well?
is the above correct in terms of the code/mechanics?
im not saying its common sense, im saying you do need to understand the code because fatshark puts in misleading descriptions for their talents all the time and they stay that way FOR MONTHS, even with bug reports, the talent descriptions STAY WRONG FOR F*CKING MONTHS
take a guess at how long penetrating flames was bugged on psyker when it was added, take a guess at how long crunch was wrong on ogryn, take a guess at how long hard knocks/soften them up was wrong on ogryn
Nothing work. Translation not ok. Talents and interactions not okay. Performance for AMD not ok. And performance (are you kidding me ?) nothing work but the money flow work kinda well.
The only game I have to work on doing some back coding setup the dxd render and all thinking this is normal WAT ?
I think we all agree the descriptions are bad overall in the game. No one is arguing with you there and the need to make it better.
We’re saying that when we look at the code or have it described to us, we’re still confused about what it’s supposed to be doing. See my post above for an attempt to understand the code/mechanics.
best i can say is to just read Kulis messages on the bug report or something, i cant find a way to explain this for people to understand, and people are just wanting to argue and say im gaslighting or some sh/t lmao
So you’re telling my to go read the code again instead of explaining it? I’ve read everything Kuli wrote on the matter and I still don’t understand how it works.
Does anyone understand how Nimble is supposed to work (based on the code, not the terrible description) and can explain it me/us?
I think it should increase dodge distance based on the talent’s buff multiplier. The dodge distance should be further but the time for the dodge movement is the same, so you do move a bit faster.
The time you stay in the dodge state is supposed to increase too.
The issue is whether the initial variables or the derived variables are are correct or not.
I am fine if it is faster dodge… but I want it written in the description… Actually, I just want to understand what bonus I would (“should” if it doesn’t work as intended) have if I pick this talent…
If you want to manage the scum you probably have to learn all the game before. You need to know dodge slide and even still got many bad habits with it.
It all depends on how their movement engine handles increased +dodge distance; does the movement speed stay the same and you stay in the dodge animation longer, or does the animation timing stay the same and you move faster, and then if that links with the time being in the dodge state.
The basic block of code for how it determine dodges seem to have them completely seperate, but I can’t say for sure whether other things under the hood might cause it to interact in weird ways.
Thanks for the patch notes! Maybe in 2026 we can re-evaluate Pox Bursters?
I would look into making them pushable by yourself when they’re chasing someone else than yourself, and perhaps always make them explode when pushed (even if their fuse wasn’t lit beforehand).
They also end up being silent in situations where they shouldn’t be silent. I’m not sure about the exact mechanics behind this.
Personally I think it’s becoming a bit tiresome to deal with Pox Bursters. An entire team can be kept hostage by the ticking sound of a Pox Burster that’s rolling around on the ground for quite some time. This enemy is VERY punishing. Does it even need to spawn so much?