Bebop Hook and Paradox Time Wall interaction is inconsistent

gjkf

New member
Time Wall and Hook have always had very inconsistent interactions, there was a time when the hook would always get stopped and slowed, but not anymore. It's seemingly random in a match whether or not you get hooked if you stand behind Paradox' wall.

After some testing, it seems that there is a method to the chaos, and it looks like it's angle dependent. I recorded some clips in Sandbox mode, a couple with cl_showpos 1:
  1. https://streamable.com/zy8sak
  2. https://streamable.com/yz63ub
  3. https://streamable.com/8qpvt5
You can see how even just a simple angle different at which the hook is shot at, can vastly change the outcome. I noticed that it's not even always deterministic between different wall placements, not sure if I moved my cursor slightly though between these tests.

It's sure though that the interaction feels random enough to not be reliable, and feeling cheaty both for Paradox players (when they get hooked) and for Bebop players (when the hook is magically stopped). It's very easy to go in Sandbox and toy around with walls and hooks and quite quickly you will find some angles that work (and consistently work), then you slightly move your cursor around and they stop working.

It seems that putting the wall at a slight angle (so that the normal does not point towards Bebop directly) seems to help a little with consistency, but it's still very unreliable.

I personally would love for the wall to stop hooks, as it should stop many other things as well, but either way, this is not an acceptable behavior in a competitive game, considering it's fully random to the player and feels bad when it happens.
 
Encountered this last night as well. Feels bad to put a wall down against a bebop with the expectation of blocking it, only to be grabbed and killed.
 
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