Lucius Mk. IV - Animation bug and gameplay miss

Issue Type (Required):

Weapons

Issue Description (Required):

First, animation. This Mk. IV variant performs slashing attack. And sometimes it somehow attack twice or some. Like slash movement attack and stucks at the end point and repeat twice or triple times. It’s not critical. but looks annoying. I’d like to see more smoother animation, this looks bugged.

The second is passives. Does bayonet attack count as melee? It doesn’t stuck up "Weaponry specialist"s melee part, only range. I can understand if this decision was made for better balance, but if not then reaserch the ability to add this mechanic to this weapon. It’s special weapon from gameplay view and people, like me, using it to cosplay, you know, real Imperial Guard, even Krieg ones. Also keep in mind that in Veteran skill tree existing passive that increases melee damage after you did range damage, and vice versa. I wanted to use it but after I realized this thing with “Weaponry specialist” I suspect it won’t work.

Steps to Reproduce (Required):

1-st case: I just attack using special attack on Lucius Mk. IV. lagsun Visual bug seems to be specified to this variant. It looks like Chain sword special attack, when it stick up to target but for a short time and can skip part of returning animation of my next attack. I can’t repruduce it in Psychanimun, but it happens in mission.

2-st case: I tried to use “Weaponry specialist” using Lucius Mk. IV lasgun and realized it only stucks range bonus, but bayonet attack does not count as melee attack as I expected (I understand game’s logic here, but looks like some special exception needed for weapon like this). For example, let only bayonet will be count as melee, and regular grip bash stay just knock back ability as it for now.
I tested and realized how it exactly works so I was a bit wrong in my expectation but it’s still doesn’t work. It will be good if player receive option to consume this buff after next bayonet attack and recharge buff again with range kill. It will be good loop. I have bayonet, why I need to swap weapon?

PS: How about parry window for swing animation time, like in last scene of Siege of Vraks fan animation, same as Catachan sword special ability? Man, that’s be so coo.

[PC] Do You Use Mods? (Optional):

No, I don’t use mods

Reproduction Rate (Required):

Constant (100%)

Platform (Required):

PC - Steam

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WS checks what weapon is in your hand rather than what the attack is in order to decide the buff. The Agile Engagement talent checks the attack type and it reads the bayonet as melee. A tweak to WS would be most welcome.

The animation on the bayonet slash is miles better than it was. And yet still so janky that any reasonable person would think it was bugged.

When I switch weapon to melee, buff charge consumes and starts ability duration. After duration there is no more buff. I switch again to lasgun, do a kill charging passive back, then do bayonet attack and buff stays unconsumed.

UPD: Sry, language barrier. I re-read your post. Yeah, I point out in description that it’s logical from game’s engine view to check weapon type. But it’s missed opportunity for gameplay. It’s obvious and lore-accurate thing. Bayonets! Fix bayonets! Be ready for blood!

1 Like