Bebop: Difference between revisionsGive feedback
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→Abilities: added further uppercut radius notes and notes to bebop hyper beam mechanics |
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| notes= | | notes= | ||
* | * Uppercut affects all valid targets within ~5m to the front of Bebop and ~2-3m around him. | ||
* | * Uppercut first tries to launch all nearby allied troopers, enemy troopers, and enemy Heroes. | ||
* If there are no valid enemy targets at all near Bebop on cast, then Uppercut will try to launch nearby allied Heroes as well. | |||
* Launched enemies cannot receive the area damage. | |||
* Launched enemies and enemies in the landing area all receive the fire rate slow debuff. | |||
* Trajectory is affected by Bebop facing angle, i.e. facing down reduces airtime, and facing upward increases airtime. | * Trajectory is affected by Bebop facing angle, i.e. facing down reduces airtime, and facing upward increases airtime. | ||
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* Any Hyper Beam damage that occurs within about ~9m radius of the beam arm is reduced by 25%, even main beam and end-of-beam damage. | * Any Hyper Beam damage that occurs within about ~9m radius of the beam arm is reduced by 25%, even main beam and end-of-beam damage. | ||
* This reduced damage penalty area scales with cast range bonuses; for example, +35% cast range will increase the penalty area from ~9m to ~12m. | * This reduced damage penalty area scales with cast range bonuses; for example, +35% cast range will increase the penalty area from ~9m to ~12m. | ||
* Hyper Beam has a short "cast time" before the laser is fully deployed and active. | |||
* Bebop levitates in the air during deployment time and also while the beam is active. | |||
* Cancelling Hyper Beam during the deployment time does not consume the cooldown. | |||
}} | }} | ||
</tabber> | </tabber> | ||