The talent “Hyper-Critical” does not trigger on ranged critical strikes.
According to its description, it should instantly kill human-sized enemies when their current health is below twice the damage of a critical strike. However, in testing, ranged critical hits fail to activate the instant kill.
Steps to Reproduce (Required):
1.Equip the “Hyper-Critical” talent.
2.Attack a human-sized enemy with a ranged weapon and score a critical strike while the enemy’s health is below twice the damage dealt.
Then again, knowing Fatshark coding, it might as well be intentional. Just like how it seems that the Hive Scum only got one single animation for traveling in the dropship loading screen/mission briefing.
Do not say that the function is “intended” if the description does not match. You aren’t the designer, you don’t know what the true intention is. Someone could have been asleep at the wheel when writing that code.
Let Fatshark decide what is “intended” and simply raise the discrepancy in described function and live implementation.
Wouldn’t be the first time fatshark does that, soften them up used to be on the gunlugger side and it only works on melee and it didn’t say that. And knives synergizes with crits and yet zealot stealth tree (I associate stealth with knives they even have extra backstab damage) has inexorable judgement.
Its executes also function like Haymaker (Blessing on combat blades) in that it doesn’t proc any on-kill riders, including melee kill toughness recovery, Sample Collector, Blackout grenade generation, and it also seems to break the toughness recovery on melee hit, talent whose name I can’t recall at the moment
I hope they will just ADD the ranged critical strike and not change the melee critical to ranged critical.
And of course, they need to fix the interaction with hyper violence.
But the talent has found a place in the melee critical builds