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hippienut

Grand Master
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Posts posted by hippienut

  1. So I have done some testing with this reach mod. Ankyros, Furax, Fragor, Gram, and Darksword are the guinea pigs. So far fist weapons seem to work much more effective with this mod. Fragor and Gram seem to be a different subject though. Now on to where I notice the oddity. Swing animations are as followed for the two heavy melee waepons. Horizontal, Vertical, Vertical, Horizontal, Horizontal, Horizontal. This is the strange part when the 2 Vert attacks are in animation I can hit enemies way beyond the usual range of the weapon range. And yes I know it was far before this Mod came about but that 60% really pushes the Vert attack's distance. Now for the 4 Horiz attacks I see no change in the attack distance that is needed. In essence I notice that the Mod "Reach" for melee is not affecting these 2 heavy melee weapon's Horiz attacks. O yeah the attack distance for the charge attack which is also a Horz attack also seems to be unaffected by this mod's 60% increase.

    PS I'm a min maxer I know you all know those types so I have one request In-depth weapons stats I mean like all the juicy stuff.

  2. Tested said Paris acclaimed "Grineer Killer" came to realize that after playing with the mods on it my Rifle Crit Damage +100% did "NOT" affect this weapon at all. Tested 330 Critical head shot on Grineer. Then tested with Crit Damage mod +100% no difference still was 330 after waiting a bit for a yellow Critical to appear. Also went back to check if I had not applied the mod found I had applied so that was not the issue. I was also the host and only one in-game so that was not the issue so after all the check I have come to realize this is an actual bug. I really wanted to see the Paris shine with that awesome head-shot Crit damage, but alas I must wait for fix.

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