Bebop - Improved Reach UI Indicates Ally Bomb can be Attached, but Cannot.

scenicworld

New member
Recent Patch increased the range that bomb can be placed on allies. This works as intended.

However, the User Interface does not align with the behavior:
  • I'm in the Training Range.
  • I've purchased Improved Reach.
  • Purchasing this item changes the Cast Range from 6m to 8.1m
  • The UI now indicates that it can be cast on an Ally at around ~18ms
  • Pressing the Ability has no effect until you reach the same distance that it could be attached to an Opponent.
This Indicates that Improved Reach does increase the range from which you can cast the ability on enemy targets, but not on allies. The UI indicates that the friendly cast range is further than it actually is. (Although it probably should align with the UI given the patch changes on 11/7/24.)

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Side note - it states that I should hold [M] to cast Sticky Bomb on myself - but my setting is just a Hold Ability for Self-Cast.
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One additional suggestion for this ability:
  • T3 Sticky Bomb should grant a speed boost for allied targets. Dealing 30% less damage is a slight nerf to the original disarm effect - but I think it trades off in scenarios where your opponent is not primarily gun-damage. It would be much more interesting to see Bebop have a role with his bomb that provides value for the team. I actually love the Uppercut landing damage, because it has some potential to play with teammates, but bomb T3 seems ripe for opening a team-based unlock.
    • Similar Note: Does placing a bomb on enemy minions cause them to flee? I've noticed repeatedly how an enemy minion with a bomb will often flee from their other soldiers. I'm OK with that interaction because that seems very rational. But if this is the case - can we have allied minions become frenzied with the bomb? Shouldn't they chase nearby enemy Heroes, minions, or objectives? (The bomb doesn't even hurt them, so it's not like they need to die for the cause.)
  • If Hooking an enemy minion is faster, shouldn't it also be this fast to Hook an ally? I nearly kill my allies every time I hook them because they're stunned for a full second before you actually reel them in. In fact I'm usually the one at fault for them getting killed
    • Also, please bring back old Hook which went through minions. If this was meant to open up gameplay somehow, I think it only worked to inhibit his gameplay.
 
  • Also, please bring back old Hook which went through minions. If this was meant to open up gameplay somehow, I think it only worked to inhibit his gameplay.
I'm pretty sure this was added specifically for counterplay, so that enemies could take shelter a little bit better. My thing I wish above all else was for the hook to be as consistent as say, yamato's grapple. I'm sick of getting hook targets stuck on terrain. It's infuriating.
 
I'm pretty sure this was added specifically for counterplay, so that enemies could take shelter a little bit better. My thing I wish above all else was for the hook to be as consistent as say, yamato's grapple. I'm sick of getting hook targets stuck on terrain. It's infuriating.

I think the fix to the hitbox was enough to enable counterplay. The hook can feel incredibly inconsistent in larger minion waves where you really have to aim for the upper half of the opponent's body - or risk just hitting a minion during their erratic motion.

Also, I would like to see the hook not get caught underneath the bridge of Blue and Green Lanes so often. So many hooks just pull halfway as their body stays stiff and upright to block the path.
 
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