"Hyper-Critical" does not trigger on ranged critical strikes

Issue Type (Required):

Talents

Issue Description (Required):

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.

3.Observe that the enemy is not instantly killed.

Reproduction Rate (Required):

Constant (100%)

Platform (Required):

PC - Steam

Upload Supporting Evidence (Optional):


this is intended, the tooltip is wrong (only melee crit atks can proc this talent)

Is it? Did Fatshark mention it at any point?

no, but it is coded as such

That’d suck if it was the case.

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.

Would be nice to get clarification if its intentional when someone gets time. I had two builds planned around this working with ranged.

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.

well I’d assume so. The tooltip was also written as such though, the real question is what’s intended and that’s for Fatshark to know

If it’s not intended and it’s melee only, it’s placed completely wrong in the skill tree.

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

The description clearly points the contrary of the effects. I really believe they made a big error here…

By placement of the skill tree and the tool-tip I’d wager this was ‘not’ intended. Let fatshark come to this conclusion

Few days later…

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

Did we ever figure out if this was intended? It wasn’t fixed/changed right (just browsed the patch notes and didn’t see any mention), so it’s melee only right now?

Only melee

I guess that I don’t know how much of an authority Kuli is. Is he affiliated with FS, or just a giga-chad guide maker with the ability to understand how things are coded and translate them into layman’s terms?

At any rate, I suppose I’ll have to be satisfied with that. Thanks.

He’s good but his guides are more about how the mechanics work, like all of us he has to assume that FS intended them to work this way apart from some very obvious exceptions. He gets early access to patches now.

He won’t shy away from saying “this does nothing” when that is the case but merely “counterintuitive” is not evidence of a bug.

Yah I like Kuli’s guides too but they are not infallible… I made this mistake in getting over zealous on the functionality of Executioner Stance not extending highlight for team (which it does) but written otherwise in Kuli’s guide “wording”

Hyper Critical in the range tree seems obviously range usable, I don’t believe it was one of the launch swap talents either.

This has been fixed a couple of days ago.

I always appreciate people giving feedback and pointing out inaccuracies in the guides because despite me catching the majority of issues sooner or later on my own, maintaining up to date information on all nuanced interactions of the game is impossible. I review code changes every hotfix to stay on top of the most important things but this can’t compete with an entire community’s attention to detail and scrutiny.