Plain and simple, the augment doesn’t give you the additional walljump that it’s supposed to.
Springy augment doesn't work with Fletcher
Hey poiuasd,
I believe we are looking to update the text for that augment. What it is supposed to do is to give you the ability to make 3 regular jumps without a penalty, rather than 2.
shoe.
[QUOTE=shoe.;528447]Hey poiuasd,
I believe we are looking to update the text for that augment. What it is supposed to do is to give you the ability to make 3 regular jumps without a penalty, rather than 2.
shoe.[/QUOTE]
oh ok, would welcome another augment for that extra walljump !
hijacking the thread a little:
got a fletcher with ‘lock on’ augment (your turrets n mines etc. react 30% quicker) - does that mean that detonator animation is 30% faster?
It always used to give an extra walljump, I thought that was the entire point, if not then the default should be at least 3 for all mercs.
[QUOTE=Szakalot;528478]hijacking the thread a little:
got a fletcher with ‘lock on’ augment (your turrets n mines etc. react 30% quicker) - does that mean that detonator animation is 30% faster?[/QUOTE]
That is correct. The delay between firing them off and detonation is reduced
thx! must-have aug then - ive heard several people complain about me blowing up stickies in their face. while fletcher is very limited to close range, it does seem very easy to nail people down with the bombs. guess have to wait and see how he fairs in skilled 5v5 pugs
Yeah, I was confused previously too. It does in fact have nothing to do with walljumps, but just regular ‘on-the-ground’ jumps (where a movement penalty normally kicks in after two succesive jumps.)