chrystan123 Posted February 12, 2018 Share Posted February 12, 2018 I would like to see changes come to ash's fatal teleport augment. When Ash teleports with the augment mod, in my experience it works 60% of the time. I would like this augment to work 100% of the time like it should have always been. Ash needs different animations for assassinating different enemies so it works every time. And also some sort of cc that effects the enemy before he teleports to them so even enemies that are moving fast get assassinated as well. Link to comment Share on other sites More sharing options...
SnuggleBuckets Posted February 12, 2018 Share Posted February 12, 2018 Noticed this too, even on enemies where it should work, you kind of have to tap teleport a few times before it'll work. Link to comment Share on other sites More sharing options...
ZodiacShinryu Posted February 12, 2018 Share Posted February 12, 2018 I haven't had any trouble with the augment unless of course it is on an enemy that cant be finishered. This could be a problem with Host vs Client or maybe a positional error that prevents you from falling out of the tile. Link to comment Share on other sites More sharing options...
chrystan123 Posted February 13, 2018 Author Share Posted February 13, 2018 I should do test but the Augment usually works on humanoid figures, But when going against corpus or even worst infested, ash's fatal teleport starts to crumble. According to the Augment page for Fatal Teleport on the wiki: If the targeted enemy is moving fast enough (such as a running Charger), or you are experiencing high lag, the finisher will fail. Some melee classes may fail to trigger finishers on certain types of enemies. Several melee classes will fail to trigger finishers against all MOA variants, including their Mutalist counterparts. Scythe weapons may also fail to trigger finishers on moving targets. I am not experiencing high amounts of lag because I feel my internet is fairly good and I run solo for the most part. They should really rework the augment so it works on all enemies. According to the wiki, fatal teleport doesn't work only on bosses (except lech krill , the sergeant and hyena pack) which is fine. Which is why I feel they should add some sort of CC effect before he teleports so the enemy is stunned before he teleports for the kill. That way, the enemy is standing fairly still so there's no error in the teleport execution. Link to comment Share on other sites More sharing options...
(PSN)Arktyk2000 Posted February 13, 2018 Share Posted February 13, 2018 I agree with this topic, this really needs a fix. For me, I'd say it works about 80% of the time. I haven't done any scientific testing, but when it seems to fail to me is when enemies are standing on uneven ground or stairs. And of course, the issue with different melee classes. Link to comment Share on other sites More sharing options...
Hypernaut1 Posted February 13, 2018 Share Posted February 13, 2018 (edited) Yeah, some update along the way seems to have broken it again. Not too long ago it was near 90% success rate. Recently, I've had to check my mod loadout to make sure I even had the mod on. Edited February 13, 2018 by Hypernaut1 Link to comment Share on other sites More sharing options...
Shad0wWatcher Posted February 13, 2018 Share Posted February 13, 2018 Guess i should consider myself very lucky for not running into any of that. It always works for me whenever i use it. Link to comment Share on other sites More sharing options...
AetherMcLoud Posted February 13, 2018 Share Posted February 13, 2018 Honestly the augment functionality should just be baseline IMHO. When is there a time where you don't want to immediately do a finisher on a mob you just teleported too? Link to comment Share on other sites More sharing options...
TVictorian Posted February 13, 2018 Share Posted February 13, 2018 The augment really should be part of the base ability, maybe save for the damage multiplier, either we want to finish an enemy or we want to teleport to an object/ally for travel purposes. And if we teleport to an enemy, killing it isn't too much time spent. The animation really ought to be changed to just teleport into the finisher animation automatically, rather than next to the enemy and performing a finisher if possible. Link to comment Share on other sites More sharing options...
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