

Bug With Exe Ct?
Started by Zero G BD, Jun 17 2015 08:03 AM
15 replies to this topic
#1
Posted 17 June 2015 - 08:03 AM
My CT melts from way less then it seems it should. how would one check how quick it is melting? with 90 armor on the front it should take a bit of damage but in a 1v1 it melts like i have 40 instead
#2
Posted 17 June 2015 - 08:08 AM
Did you really had to start a new thread again?
There's plenty about the Exe CT. Even in patchfeedback...
There's plenty about the Exe CT. Even in patchfeedback...
#3
Posted 17 June 2015 - 08:10 AM
Welcome to the land of the assault mechs
People running xl engines in crabs because they always get ct.
hitboxs look fine .
If they need a buff that's another question.

hitboxs look fine .
If they need a buff that's another question.
#6
Posted 17 June 2015 - 08:22 AM
Monkey Lover, on 17 June 2015 - 08:10 AM, said:
Welcome to the land of the assault mechs
People running xl engines in crabs because they always get ct.
hitboxs look fine .
If they need a buff that's another question.

hitboxs look fine .
If they need a buff that's another question.
Not a question of hit boxes it seems the damage level is way off
#10
Posted 17 June 2015 - 09:36 AM
From what i noticed, they seem to instantly melt once their armor is gone.
I feel like they have less structure points that they're supposed to. As if PGI assigned the wrong weight for it, when it comes to structure calculations.
Hitboxes seem fine, to be honest.
I might be just crazy, though.
And this is coming only from fighting them, not AS them.
I feel like they have less structure points that they're supposed to. As if PGI assigned the wrong weight for it, when it comes to structure calculations.
Hitboxes seem fine, to be honest.
I might be just crazy, though.
And this is coming only from fighting them, not AS them.
Edited by Juodas Varnas, 17 June 2015 - 09:37 AM.
#13
Posted 17 June 2015 - 10:16 AM
It is a huge CT, hopefully PGI makes an adjustment to it.
#14
Posted 17 June 2015 - 10:30 AM
They need to increase its default torso twist radius to about 90 degrees, which would help it keep that CT facing away from the red team.
Right now it's just 70 degrees...
Right now it's just 70 degrees...
#15
Posted 17 June 2015 - 10:35 AM
FupDup, on 17 June 2015 - 10:30 AM, said:
They need to increase its default torso twist radius to about 90 degrees, which would help it keep that CT facing away from the red team.
Right now it's just 70 degrees...
Right now it's just 70 degrees...
This too, Russ just put up on twitter hitbox adjustments incoming on EXE...curious what tweaks will look like...
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