[Pve][Engineer] Turret overcharge issues

[Pve][Engineer] Turret overcharge issues

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I recently started my own veggie engi and am enjoying the experience so far, but i got major gripe with turret overcharge commands.

1. Overcharges are unresponsive. A major part of them are panic buttons (stronger heal and condi removal, aoe blowout, blinding field). It is unacceptable to wait few seconds after i commanded an overcharge for it’s effects. many flame turrets and their engies ended up dead, because it refused to realease smoke screen on time…

2. Overcharges on thumper and flame turrets refuse to work (yet go on cooldown!) when casted outside of combat. Thumper turret’s overcharge is a blast finisher, flame turret’s smoke field. If i want to cast those it’s my business and a mechanical turret should not try to be smarter then it’s owner!

Looking forward to seeing those fixed. Yours overcharged with this issue,

Zefirez

[Pve][Engineer] Turret overcharge issues

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Posted by: Terrahero.9358

Terrahero.9358

You seem to misunderstand how overcharge works.

When you overcharge the effect applies to the next time the turret “fires”. This is why there is a delay in overcharge taking effect, and why overcharging invokes cooldown without triggering if there is nothing for the Turret to attack.

[Pve][Engineer] Turret overcharge issues

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Posted by: Anymras.5729

Anymras.5729

Turrets are bound to a firing cycle. While I used to be a proponent of eliminating this due to Reason 1, I’ve come to believe that making Overcharges activate immediately could cause balance issues, particularly with Thumper and Net Turrets. There’s a lot of control those two turrets offer, and they’ve already nerfed one because of it.

That said, I would like the Thumper and Flame Turret to trigger their overcharges outside of combat. They’re both AoE effects with possible pre-combat utility, so it’d just be a nice QoL adjustment.