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That said, I'm sure Hoverboots are good if it fits your playstyle; but I never found much use for it myself.
Yeah though, a lot of people just copy-paste whatever they heard someone else say was good, instead of trying everything; and making up their own minds.
being locked in place whilst theyre active is also stupid. if you could use them to actually hover around and potentially cross large gaps, it would have an actual use case over dash and would see a lot more use. more to the point though, being locked in place for 3 seconds unable to move is pretty much asking every mactera and spitter enemy to hit you with projectiles until you die
also im sorry, but using hover boots to proc fire damage bonuses is just dumb. nobody in their right mind is playing the game like this except for absolute lunatics who are so terrified of being branded as a "meta slave"(!) that they go out of their way to ensure their build is as unviable as physically possible
I'll stick to shield link
my gunner uses them for failling off ziplines
my driller uses them when i drill out the side of a wall....i know i should look at the map when drilling back to the pod but only noobs need to do that.
my scout uses them as part of his engies are trash no engie no problem build
their greatest power is in escape though. sometimes youre in a bad spot and the only safe way is off a cliff, get launched into the air only to fall to your death, nope hoverboot time. sometimes its better to jump down a thing than waste a zipline or drill ammo.
and its beyond question they take some getting used to, theres a slow to stop period you have to factor in so they arent cheaty, hence why the noobs dont like them, no cheat heh heh heh. once you factor that in its fine.
i get massive value out of them.
that being said i can understand players not needing them. some rare few just dont need them as their playstyle which is fine. for most its back to perks needing to fill your lack of skill. the noobs are more akin to needing to be babysit so hard when they look at whats available and hoverboots are understandably super low on the list of filling the i suck gaps. most of the perks are useless for me at this point so finding ones that do something for me in game is harder to come by hence my freedom to use hoverboots
much like iron will they are not a always need them situation but they give me a larger degree of freedom to be aggressive when fighting stingtails in stupid places or rollys or when it comes to heights and when i screw up and end up in the stratosphere, they have saved my ass. most times for me my value for them comes when im fighting something and getting overrun, i can just hop off a cliff which the bugs then have to crawls down and regroup.
That my friend is a player problem, if you are waiting until 1 foot off of the floor before pressing the button then that is totally on you and you do not know how to use them, you account for the speed you are travelling to know how far off the floor to hit it.
Axes and drills already procure vampire, so this is one more pretty great synergy for that.
His weaker point is probably single target, so having the option to power attack some chonkier glyphid 5 times in a row is pretty handy.
Power attacks don't care about armor, so they work great in tight spaces where you can't flank. Y'know. Like the tunnels he digs.
Driller is usually already up pretty close, too. If you're in cold radiance range you're not far from power attack range.
I don't really see anyone using it, so I assume it's underrated.
620 hours and you have not figured out you can cancel the animation :D.
Agreed, Berserker is a perfect fit for Driller.
Personally on Driller I run:
Friendly: Driller is most likely to cause and receive FF.
Elemental Insulation: It just makes sense lore wise.
Vampire: Combo's with Berserker well.
Berserker: Gives you options to defend yourself or go on the offensive at close range.
Dash: Give you the option to close distance for your short ranged weapons, or to make space if you get overwhelmed.
is that a new thing they added to the perk? i used to use hover boots a lot when they were introduced because i liked the idea a lot and i really wanted them to be good, but lethal falls would still very often kill me because they don't cancel momentum gained from falling. which strikes me more as an unintentional bug, rather than the "no acktewally they're MEANT to be slow and awkward to use and you're bad lol!!" cope that's getting spewed in the replies
of course i don't typically fall off tall ledges anymore so it's not like i really need to use hover boots, but even if i did dash is still just more applicable to more situations. you're much more likely to get ganked by a slasher or exploder than you are to stumble off a ledge
I play scout alot and no if you hit it too late it still hurts, not fatal bad but will still take a large chunk of ya health off, sometimes it seems that they just do not activate properly when you punch it, sometimes they are instant and other times it is like they get delayed, this damage cancellation thing though i have noticed sometimes i have hit the floor hard as hell and took no damage and other times it has chunked some health off, may well be that that delayed time on them activating sometimes actually affects that, could well be bugged, best to try and activate them a good 10 foot off the floor though either way.
i feel like even if hover boots worked properly, the fact i have to remember to consciously activate it early enough to break my fall before i even know if i'm going to take lethal fall damage is too much mental gymnastics. it doesn't help that its keybind is really stupid - having to hold down C flies in the face of a reactive perk like hover boots and makes activating it in an emergency much more awkward than it needs to be. imagine if dash had a half-second of warm up before the speed boost kicked in - it would make the perk feel awful
also more to the point, i just don't see any situation where i would need it, even on scout. nevermind the fact he has built-in fall damage reduction, i would rather be running perks to improve his team support capabilities (field medic, shield link, etc) or using heightened senses to dodge leeches
im not trying to jerk myself off over how good i am by claiming i don't get benefits from any perk, but rather that i would rather be capitalizing on the stuff that makes scout a good class rather than trying to minimize the damage i take. it's the same reason i don't run IW outside of modded difficulties, there's just no situation where it ever feels useful to me
You aren't locked in place. You can hit either C or jump to turn them off whenever you want.
which is contingent on you knowing that there's a projectile enemy firing at you, by which time it's probably too late (assuming youre playing on a difficulty that matters) to avoid taking damage from either the enemy or the fall you're trying to break