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damn shame, i thought i was cooking up something for assault but perfect parries are just infinitely better unfortunately. even if i did get a perfect dodge, i'd still get hit afterwards anyway
Yea, hopefully its a bug, and they fix it. I think if do you a perfect backwards jump pack dodge, it should give you enough distance to avoid other attacks.
Either way, all I wanted to was the perfect dodge jump backwards consistently, get my damage boost from Aerial Grace, and then go to town. Seems like a fun gameplay loop as Assault.
Which other ones? I have only tested Assault in the latest patch so far. It will be good to know for the other ones as well.
One way to improve your chances is to dodge towards the enemy rather than away but the downside is you often end up in more dangerous position rather than safe just as you need to gunstrike.
A simple change that could solve this problem is if you left an invizible ghost in the spot where you activated jump pack dodge, if either you or the ghost get hit during dodge window it counts as perfect dodge.
Another thing to keep in mind, you can only perfect dodge with jump pack what you can perfect dodge with normal dodge. Things like minoris attacks, projectiles and explosives of any kind, ground AoE attacks (flamethrower chaos marine, neurothrope, hellbrute...) or red indicator whip lash from hive tyrant are all unable to be perfectly dodged no matter what.
Let's say dodge animation have 10 frame.
3 out of those frame are "perfect dodge" frame.
5 out of those are normal I-frame
(That won't trigger anything but let you not taking damage)
2 out of those are recovery frame in the end of the animation
(That doesn't do anything useful, but to punished you for ♥♥♥♥♥♥♥ up your dodge by locking you out of doing anything else)
I guess how this perk work is, it's turn all of 10 (or maybe 8, if they don't include the recovery frame into this) frame into "perfect dodge" frame if you dodge by using jetpack.
BUT, your hitbox MUST be hit during those dodge frame.
So if you move out too early.
Those attack will never hit you in the first place and thus can't be considered a "dodge".
So I guess you can imagine what happened here since our jetpack move us pretty far and pretty fast too.
Personally, I would never burn my jump charges for such a buggy and risky stuffs when I can just keep it for slamming.
none of the perks say anything about a cooldown that might deny the charge return, and it was evidently a perfect dodge otherwise thered be no gunstrike, so idk wtf is going on there
kind of a shame because if this build actually worked properly itd give assault two lethal and absolute viable builds instead of just one
itd also be a direct upgrade to the fencing gunstrike build (which doesnt work against chaos in lethal and above) since you can now take block weapons and still get plenty of gunstrikes without any real skill requirement (and also do significantly more gunstrike damage than before)
Combined both is a perfect dodge with the jump pack. If you have the perfect dodge refill perk you also see that the number of charges hasn`T changed after the perfect jumppack dodge.
Yea, I tested it a bit as well. I guess for now I will treat it as normal perfect dodge timing and just use other perks in place of Winged Flame. :(