Weird problem with Moze

It’s odd hey. I should have looked at the modifiers. I’m a fair way away from that explosion, but you’re right, that’s the one that does it.

Maybe there are shockwaves?

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I’m kind of guessing there are. Your screen will flash white right when the explosion reaches its peak size and pops.

TCP does it and I’m pretty sure it’s the reason the mayhem modifier causes you to go into FFYL all the time and ragdolls you.

Why it causes you to lose health gate? I don’t know, I was talking about this a while back. Health gate is messed up and gets bypassed by several attacks in the game. You just get killed for no reason, I think the modifier could be responsible.

If it happens again check and see what modifier it is. +2 projectiles also sometimes bypasses health gate too.

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the graveward example bypasses health gate because its not a single hit. its 4-5 consecutive hits all in a row. as for the modifier, it just makes the effect more apparent. i’m quite certain it’s always there, but positioning and the modifier increase the potential to be hit by it.

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Yeah, same with the multi-projectile modifier. It’s like an unfair health gate work around for the enemies haha.

It definitely is, but the explosion doesn’t even look like it hits you when the modifier is active. I’m speaking for general explosions, I’ve never been standing that close to the edge of the platform against GW but it makes sense.

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Happens to me with Amara.

I’ve been having this issue with Moze even against normal enemies. I’m leaning towards blaming my Guardian Rank bonus Hollow Point, and my skill Torgue Cross-Promotion after reading this. I thought I was out of range of the resulting explosions, but I’m not so sure after seeing that they don’t necessarily render at full size.

TCP and mindsweeper are notorious for self proccing chains of micro-nades - but you dont get them one after another, it procs them all at once and you die instantly from a big bang for no reason.

Also artifacts with “aoe” on them can make that TCP hit you through walls. If you use complex root, maxed tcp and aoe you can incinerate yourself by shooting and then hidng behind a wall. Shouldnt kill you but it does.

Im seeing oddities like the above in slaughter shaft with +2 TCP and NON splash weapons though - randomly i will “burst” and instant FFYL from full shields, no enemies. I wondered if the game keeps track of where explosions happened, and takes a few seconds to clear them - so you can wander into a “unexploded” area and trigger it. Theres alot of puddle/explo/proc things happening at once in this game though.
On side note it also insta-downs IBear too.

This is false… if it’s hitting through a wall there was a barrel on your side of the wall. (I use this build with maxed out aoe/splash radius + tcp)

That happened to me a few times in Villa Ultraviolet when using the Pyroburst and it wasn’t from barrels. I think when the splash radius is large enough the explosion can ricochet off surfaces and still hit you

I used it there too, I could literally duck behind a bush and be safe. Lots of random deaths are attributed to hollow point (which I have turned off since I could)

I’ll take another look and report back. I’m used to using terrain to avoid my own splash damage so I was surprised when I got blown up while standing in a “safe” spot

This is most likely the problem… if you want to complain feel free. It was supposedly fixed to not damage players but reverted at some point over the past 2 years

It may have just been that FITSD was applying to it then and with the mayhem scaling it is back to killing

The other thing that happens is that there are certain enemies that will bat your CMT (or other) grenades back at you, and then they follow you around until they explode. The grenade radius indicator often shows up, but not always.

There are several enemies who have this behavior: All-Stars are one of them, but there also are several others. Even a Lvl 50 CMT can down you with Mindsweeper grenades from your returned/batted grenades.

Don’t forget the skags that fetch them for you :stuck_out_tongue:

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@Steeveyb For sure LOL. Whoever designed that behavior deserves some props. Those skags are not as commonly-appearing, and you can usually see them doing it. It’s the All-Stars who hit your grenades back and then the CMT follows you for a really long time.

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Usually i can hear the CMT (if im using it) so i know that one, ive not considered hollow point - going to turn it off and test it i suppose.
At this point i presumed random explosive death was a set thing for moze - a forever bug.