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He is capable of killing almost anyone he gets up close to with blinding speed his grenade and unloading his Peacekeeper into them. Timer UI element is displayed around the crosshair.Īs befits a gunslinger, Cassidy is one of the game's best duelists. Recoil's return motion is unaffected by player input, always pulling the crosshair back downwards the same amount as the recoil raised it.Ĭancel text UI element is displayed to the left of the crosshair. Stops the recoil's downward pulling return motion if the player applies enough vertical crosshair movement after the shot. Ammo remaining in Peacekeeper's cylinder is not relevant as Deadeye will keep firing even if it runs out of ammo.While unlikely in a normal game scenario, Deadeye can lock on to and shoot at more than 6 targets simultaneously.Despite the visuals in-game, the shots are actually aimed at a hardpoint at the target's chest instead of their head.In a normal game (and without modifiers like Mercy's damage amplify), the maximum possible damage per target is 1,800.This indicator takes into account damage mitigations and amplifications, excluding Amplification Matrix.If the accumulated damage is above an enemy's health, a skull will appear. The damage relative to the target's health is displayed as a closing red circle. Other objects and players in front of the intended target can also block the shots.Enemies can be targeted through barriers but the shots will not pierce them.Deadeye can only target heroes, B.O.B.The player's field-of-view (FOV) settings does not affect this area, meaning that Deadeye may be able to target enemies outside of view (especially vertically) or vice versa, depending on the setting. The targeting area of Deadeye is a 105° wide 3D cone.If the duration runs out, Deadeye ends without firing.Deadeye is a channeled ability getting stunned, knocked down or hacked, immediately ends the ability without firing.Activating Deadeye instantly replenishes Peacekeeper's ammo.Splash damage alone going through is not amplified. Amplification Matrix affects all damage dealt, if the projectile passes through it.The projectile can be destroyed while in air by Defense Matrix, Kinetic Grasp and Javelin Spin and reflected by Deflect, but a stuck grenade and the splash are unaffected.The grenade can be unstuck by Protection Suzu, removing the hindered status.See Movement speed#Movement abilities for a list of affected abilities. The enemy hero that is stuck by the grenade becomes " hindered", interrupting and preventing movement abilities for the duration.The stuck grenade explodes after 1.25 seconds, dealing damage in an area. The grenade will stick to enemies and surfaces upon contact.The grenade will explode if fails to reach the hero it was locked on to within the aforementioned time limit.The grenade will follow locked heroes through movement abilities, unless the ability causes the hero to phase out, which disjoint's the grenade.Once locked on, the grenade will continuously chase them regardless of range or until it reaches its homing or maximum travel time limit. While in air, the grenade locks on to the first hero that enters 1.3 meter radius of the projectile.The grenade has a travel time limit which corresponds to ~37.5m distance along the grenade's trajectory.Armed with his Peacekeeper revolver, Cassidy takes out targets with deadeye precision and dives out of danger with eagle-like speed.
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