Recent content by Time-Girl™

  1. Time-Girl™

    Long range punch

    Well, the average car length apparently is ~4.5m. That is notably shorter than the (normal) length of the punch, so I wouldn't really call that bugged. It's just that people don't realize how far the melee attacks extend in this game.
  2. Time-Girl™

    Ults can reach through walls

    Dynamo's Ult has never required line of sight. It would be kinda weird if it did.
  3. Time-Girl™

    Unbindable default bind for "Teleport" action in Build 5,260…

    Oye, There's a new default bind for "Teleport" in the game, which doesn't show up in the Keybinds part of the Options Menu nor in citadelkeys_personal.lst or user_keys.vcfg, so I can't unbind it to prevent this error message. From what I can tell it doesn't do anything even with cheats enabled...
  4. Time-Girl™

    Paradox hitbox is inaccurately large

    It doesn't. Headshots in this game work somewhat similar to Counter-Strike where the game checks if a bullet would have connected to the head if it penetrated another part of the hitbox. See this post for more info...
  5. Time-Girl™

    Bullet spread is viewing angle dependent

    It's very unclear from the picture how these were shot, but you might want to consider that—contrary to a lot of first person shooters, including Valve games—the bullets in this game physically come from a mostly accurate position around your gun and then travel towards the vanishing point. They...
  6. Time-Girl™

    UPDATED Urn Teleport Bug (16.09)

    - Urn now drops when teleporting with Mirage's Traveler Even though this was fixed, taking the urn through a teleporter is still possible and something that's being done in matches.
  7. Time-Girl™

    Grey Talon: Guided Owl bonus spirit on death now has a 3s buffer window

    You have to get the kill yourself during the buffer window. Contrary to Mo&Krill assists don't count.
  8. Time-Girl™

    Valve please fix (hitbox are out of control)

    From his perspective you would have been a lot closer. You might also underestimate how far melee attacks reach in this game. We can't display the current hitbox for those directly anymore, but it really is ~5-6m from your hand in the center of the damage cone, and what's visible in the top-down...
  9. Time-Girl™

    Parrying often fails even with low ping

    In both those examples you quite clearly parried after the melee attack hit and damaged you…
  10. Time-Girl™

    Paradox's Kinetic Carbine does not amp with intensifying magazine.

    Intensifying Magazine works fine with Kinetic Carbine.
  11. Time-Girl™

    Valve please fix (hitbox are out of control)

    I don't quite understand the issue here. While it's hard to spot due to your camera position, he did curve his melee towards you. It's important to understand that what you see isn't a correct representation of the truth. What you see is an image where your enemies are XX milliseconds in the...
  12. Time-Girl™

    Paradox ult range indicator

    Considering the quick cast behaviour changed for Mo&Krill, Shiv, and Lady Geist, it's kinda weird that there isn't even an option to make Paradoxical Swap not quick cast. I guess that might be because you can swap with Kinetic Carbine running, so there's a potential clash there, but a...
  13. Time-Girl™

    Unsecured souls broken

    You are misunderstanding the interface. The green number is (and always has been) your total. It already includes your unsecured Souls. The unsecured Souls don't tick over and make the green number larger. The red number just signifies by how much the green number will decrease when you die and...
  14. Time-Girl™

    Deniable orbs occasionally have collision

    This is somewhat inconsistent, but it's possible to collide with orange orbs now. Steps to reproduce: Cause a bunch of orbs ta spawn Jump or run into them Might have to repeat quite a few times, the collision box seems to be tiny As far as I can tell this is new in the 09-26-2024 Update...
  15. Time-Girl™

    Viscous cube does not purge Bebop bombs on allies

    I cannot reproduce this in the current version: Do you have a repeatable series of steps to make it not work?
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