Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My reading comprehension... just amazing. Range has impact on the ability but I do not see reason for it unless you want to be living shield for cryopods and consoles.
Uh..thanks, but that doesn't have the answer. I always go there first.w
Anyway, I just tested it, and it has no impact, so I assume that the range stat is given for explosive ordinance.
Hey, that's a good idea. I hadn't thought of that :)
Yes, I'm sure. You're welcome to copy and paste the info here, but I read it before I answered the question, and I read it again after you posted the link. It talks about changing the direction of hitscan bullets and moving to avoid those, but it doesn't say how range comes into play there.
It says "shield radius is affected by ability range" so I naturally presume it expands box around you that redirects enemy fire. Bigger box, the sooner shots are redirected. I rare use Zephyr but I must have been lucky because I didn't know hitscan bullets in this weird manner.
Adding range mods increases the area this barrier covers, but it's basically insignificant. Unless you go full ham with Over-Extended it's likely not going to affect the ability in any useful way.
However, negative range mods, such as Narrow Minded, can reduce the area of the barrier enough that some projectile shots will hit you due to the game not being able redirect them in the shorter span of time.
TLDR: Range doesn't really do much, but if you have too little (<50%) the ability doesn't work right.
Ability Range does not seem to have any effect on how hitscan bullets are being deflected, no matter the distance of the firing enemy. This behavior has changed multiple times before (see below). Projectiles with flight time instead look like they simply bounce off the sphere.
Maximized Ability Range increases range to 16.8 meters.
Has no negative effects on this ability.
The answer is there honestly, just far in there. Because a high range Zephyr will be able to for example bounce away bombar or napalm hits further away from herself, yielding more a safe zone. Though a lesser ranged one might just bounce the shot a few inches away from yourself, into the ground, wall anything close and still damage you.
Personally it really depends on what you want, back when i used Zephyr i would just max duration and range for shielding differething objectives. While when i went low range those bombards would be the end of me because the safety buffer for deflecting was horrible.
THAT's what I was looking for. Thanks.
Thanks. Good idea on the sortie dude. Sounds better than my usual plan of reviving him over and over haha