Mirage's Decoy has some issues

by a-weird-bird
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Original Post

Mirage's Decoy has some issues

★★ Apprentice

1. A crouchwalking decoy moves much, much faster than an actual crouchwalking player, making that decoy very unconvincing.

 

2. There's no way to do a walking decoy. Just running decoys, sliding decoys, and crouchwalking decoys. Given how humorously robotic Mirage's walking animation is, this seems like an oversight. Having more decoy behaviors available would give us more ways to mix up our decoys to make them convincing.

 

Respawn pls

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Re: Mirage's Decoy has some issues

★★★★★ Expert

How u decide between walking and running decoy? Do you have to run to get running decoy? Most of the case, this will expose yourself.

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Re: Mirage's Decoy has some issues

★★ Apprentice
@asukojo Just holding the run key while pressing the decoy button could throw a running decoy, and not holding that key would throw a walking decoy. It's more button inputs but more functionality and it doesn't force you to expose yourself.
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Re: Mirage's Decoy has some issues

Champion

I mean lets be brutally honest here, mirage as he currently stands is basically a rookie killer and holds very little functionality against anybody who knows what to look for.

 

He looks like a cool legend on paper but lets face it, his ultimate is his only redeeming feature as you can make some pretty nice flank plays with it.

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