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More shooting from (visually) wrong angles (during the "Grand Finale" episode/encounter):

https://imgur.com/lSpF8Ow
More a minor technicality than anything else - those 3 interactions you had leading up to the "Grand Finale" and the last 2 before entering the stage for the awards ceremony didn't exactly involve Scarlett signing autographs but replying to these 5 very brief questions from press/interviewers instead:

https://i.imgur.com/CbYcD8J.jpg
Those indicators aren't supposed to be visible during the short taking-the-elevator-up-to-the-Omega-Tower's-R&D-floor sequence, I think?

https://i.imgur.com/mZ11Phn.jpg
https://i.imgur.com/mHwlV6n.jpg
https://i.imgur.com/m1qFLiO.jpg
The generators powering the lifts from which the Omega-209 mechs emerge don't seem to be affected by the AoE damage of Marcus' Explosive Shot (potentially other AoE damage-dealing attacks/abilities as well?), despite the preview indicating that the generator next to the targeted one is going to receive (AoE) damage too?

https://imgur.com/6NVYWqp

The description mentions "adjacent characters", implying the AoE damage would indeed not affect objects like the generators but... AoE explosion damage is still physical damage and therefore should affect anything physical, be it mechanical, electronic, organic or a combination of those.
Post edited May 20, 2023 by Swedrami
Marcus' Explosive Shot's AoE damage apparently is also disregarded during Overwatch(?).
Because that second Omega Guard as well as the Omega-Sec are within the area of effect the moment the first Omega Guard is hit:

https://imgur.com/sIgt2NQ
https://imgur.com/iFUOD6v

Unless it's actually not Explosive Shot that's used by Marcus during Overwatch?
Which then would be inconsistent with the other challengers who seem to use their regular attack (mapped to [1]) when their Overwatch is initiated.
Yet another thing of note, if not downright damage calculation issue pertaining to Marcus' Explosive Shot (and its AoE damage) when used in a specific situation that involves another explosive container/object itself also causing AoE damage to adjacent characters/objects when blowing up as a result of Explosive Shot's AoE damage.

In this case 1x "Explosive" (Container) & 1x Omega-209 next to it.

Targeting and shooting the Omega-209 next to the "Explosive" (Container) should knock it down to:
At least 74
(140 health points - 26 minimum damage from the direct hit with Explosive Shot - guaranteed 40 AoE damage from the "Explosive" [Container] being blown up by Explosive Shot's AoE damage)
and at best 70
(140 health points - 30 maximum damage from the direct hit with Explosive Shot - guaranteed 40 AoE damage from the "Explosive" [Container] being blown up by Explosive Shot's AoE damage)

However the 40 AoE damage from the "Explosive" (Container) being blown up is always disregarded and not taken into account, like in this case (where the Omega-209 is left with 112 health points instead of the expected 72):

https://imgur.com/hAmXmx7

The damage output when targeting and shooting the "Explosive" (Container) instead of the Omega-209 next to it is calculated correctly (in this case, knocked down to 84 from 16 Explosive Shot AoE damage + guaranteed 40 AoE damage from the "Explosive" [Container] blowing up):

https://imgur.com/X8w1A81
Post edited May 21, 2023 by Swedrami
avatar
Swedrami: More shooting from (visually) wrong angles (during the "Grand Finale" episode/encounter):

https://imgur.com/lSpF8Ow
Another one (this time on the defender's side, during the "Omega Experimental Weapons Lab" bonus content episode/encounter):

https://imgur.com/WMzoe2h
avatar
Swedrami: More shooting from (visually) wrong angles (during the "Grand Finale" episode/encounter):

https://imgur.com/lSpF8Ow
avatar
Swedrami: Another one (this time on the defender's side, during the "Omega Experimental Weapons Lab" bonus content episode/encounter):

https://imgur.com/WMzoe2h
Zoe again, while on Overwatch (during the "Omega Experimental Weapons Lab" bonus content episode/encounter).
I reckon it's not that easy to have everyone's character model "react" to sudden situation changes and re-orientate accordingly all the time, especially during these Overwatch slow-downs?

https://imgur.com/CBRwZaT
And even more strange behaviour during the "Omega Experimental Weapons Lab" bonus content episode/encounter.
Notice the unusually long delay/pause between issuing Zoe's "Cone Attack" and the results being displayed. Plus the actual shooting animation being played out well after the fact and in the wrong direction (at about an additional 90 degrees clockwise):

https://imgur.com/A9TnPkB
By the way and in case this should be of interest/relevance (e.g. for statistics or reshuffling things design-wise) - the reason I ended up with 72 instead of the expected 79 acquired skills (even though I had the necessary skill points to acquire them all before the final encounter) is twofold:

- I avoided pouch upgrades except for those mandatory to get to active abilities further down the skill trees (just to limit the use of utilities and make it a little harder [to survive] on top of playing on the highest difficulty)
- I did not acquire Tybalt's "Extreme Sabotage" and Marcus' "Healing Smoke" (deliberately, and not necessarily because I think they're maybe a tad too overpowered [maybe I do, actually] but mainly because they would have replaced "Sabotage" and "Smoke Grenade", respectively)

I never was, am and will be fond of skills getting "overwritten" by other skills or variations of the same skill and always try to avoid it, if possible. Just not acquiring skills is one way to get around it and fortunately, one has the choice to do so in Showgunners but maybe it also wouldn't require much additional effort and re-designing/re-arranging things (e.g. in the UI) to not have "Extreme Sabotage" and "Healing Smoke" completely replace "Sabotage" and "Smoke Grenade".
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Post edited June 25, 2023 by Swedrami