Volatiles in Ultimatum shouldn't have hitboxes

This is one of the strangest changes I have seen from the 1st game to the 2nd, and it's inconsistent with volatile crag in maps. Why would you make tracking explosives have hitboxes that can interact with each other and the player? If you move away from one as it starts to explode, another can push it into you. You're also forced to backpedal from any of the anomalies because running forward into them will push them with you. I don't know why these ball explosive modifiers universally don't have a hitbox but they should be removed; having them makes them way too unpredictable for how many spawn.
U THAR, LET ME BEND YOUR REAR FOR A MINUTE
Sekhema/Sanctum enjoyer
Last bumped on Jan 13, 2025, 4:11:56 PM

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