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I'm wondering the same thing, I guess sometimes you just get lucky and the pellets are closer together in the cone.
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I believe so.
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From my experience, you aim "too quickly". What I think happens is, you shoot, say, god, then she turns off her low head hitbox, do her animation where she goes back up, and THEN turn on her high head hitbox, and Heather would be programmed only to aim at activated hitboxes. So what I do is I wait for her animation to finish (the arms stops wiggling around) and then I aim. Almost always works.
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In my experiences shooting too fast when God has its head down will result in less damage output. I usually wait maybe half a second to a full second before firing. By doing this I manage to get consistent 42s God fights. I believe Leonard has a massive HP pool, that or the random nonsense that is shotgun spread can cause the fight to take longer.
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Yes you are correct.
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I also have the same problem sometimes, like randomly missing while aiming up at God. I usually just kick Missionary to finish it off for consistency sake.
I was thinking, does walking closer to Leo make hitting all the bullets in the spread more consistent?
From what I understand Sephjul supposedly went into the code and tested that Leonards health is actually rng. Also I believe the cone spread isn't random. (at least the like bullet hitting the walls effect always looks the same to me) Might be a way to move to a side or something to hit with more of the cone. I don't believe aiming down works at all.
We have added a new category that restricts the usage of manipulating the game window to go out of bounds via a monster (and also restricts the usage of monster OoBs in general for fairness lest someone get a lucky lagspike). Accordingly, since this category still allows Quick Save/Load the previous