SvirepiZec
New member
1. Bomb targeting with the latest patch got messed up. Looking straight up or down will place bomb on the target in front of you Z axis makes really weird placements possible. Placements since last patch. It will prioritize enemy champions> ally champions >enemy troopers> friendly troopers as far as i can tell. Margin of error is about 30-45 degrees, and even if you point and click on the ally it will place the bomb on enemy in that range which is not as bad as wanting to place bomb on enemy trooper, and it jumping to an ally champion. It is really inconsistent and I can't even find the reason for it. In pictures 2 trough 5 Infernus close to Bebop is friendly, farther one is enemy.
2. interaction with Infernus dash. Hooking Infernus while he is starting dash will not pull him towards bebop, hooking him while he is already in his dash will make
Infernus stand in place for about half a second or more and then pull him. ( it should cancel it like with Abrams dash to keep it consistent).
3. Uppercuting Abrams. It's inconsistent looking up with bebop when uppercuting after hook momentum will throw Abrams above you, and he can instantly dash away like nothing happened, he will not get locked out because Abrams can dash before uppercut animation ends.
4. Suggestion make enemy after getting hooked unable to use movement abilities for enough time that Bebop can uppercut them consistently after hooking them
what this stops : Mirage tornado ( impossible to uppercut or even place a bomb on him if timed correctly by Mirage), Warp stone, Abrams dash. These three are the most oppressive ways to counter bebop hook-uppercut combo.
TLDR: Targeting on bomb is bugged, it is random at this point. My opinion targeting should work in order Enemy champion>enemy troopers>ally champions>ally troopers, with smaller margin of error (so you can't look into your ally and place a bomb on an enemy that is range but not even remotely close to where you are aiming at ), and a few bugs and a suggestion.
2. interaction with Infernus dash. Hooking Infernus while he is starting dash will not pull him towards bebop, hooking him while he is already in his dash will make
Infernus stand in place for about half a second or more and then pull him. ( it should cancel it like with Abrams dash to keep it consistent).
3. Uppercuting Abrams. It's inconsistent looking up with bebop when uppercuting after hook momentum will throw Abrams above you, and he can instantly dash away like nothing happened, he will not get locked out because Abrams can dash before uppercut animation ends.
4. Suggestion make enemy after getting hooked unable to use movement abilities for enough time that Bebop can uppercut them consistently after hooking them
what this stops : Mirage tornado ( impossible to uppercut or even place a bomb on him if timed correctly by Mirage), Warp stone, Abrams dash. These three are the most oppressive ways to counter bebop hook-uppercut combo.
TLDR: Targeting on bomb is bugged, it is random at this point. My opinion targeting should work in order Enemy champion>enemy troopers>ally champions>ally troopers, with smaller margin of error (so you can't look into your ally and place a bomb on an enemy that is range but not even remotely close to where you are aiming at ), and a few bugs and a suggestion.