Another turret bug? Rocket turret aoe?
Maybe A-net decided to make it a single target AoE so it would hit more easely, sinds the rocket curves in the air and has an overall slower velocity, making a direct collision with a target would have been more difficult if it didn’t got the AoE component.
sounds like a plausible solution indeed:
hey, rocket turret aoe is a bit hard to implement.
Oh, just make it a single target aoe…
I really wonder what that 240 radius is for?
If your target is more than 240 away from where the rocket would hit, it doesn’t get hit?
It’s either bugged as hell, or it’s an utter design mess where they mixed up several ideas and forgot to streamline it all.
Either option is really bad press for engineer design… again.
Ugh… well, regardless… once they fix all the turret traits (someday???) I’ll probably still slot rocket turret. There are few things cooler than watching the slow arcing rocket head towards a immobilized opponent! Id say it rivals the awesome of sending everyone flying with Big Ol’ Bomb.
Ugh… well, regardless… once they fix all the turret traits (someday???) I’ll probably still slot rocket turret. There are few things cooler than watching the slow arcing rocket head towards a immobilized opponent! Id say it rivals the awesome of sending everyone flying with Big Ol’ Bomb.
I’m not even arguing if it’s worth it as single target.
Granted the cooldown is waaaay too long, but the effect is good indeed.
But it can not be that the tooltip lists 240 radius, and the effect is single target.
This simply can not be correct together!
Either they never updated the tooltip after they changed their minds making it single target, or it simply is bugged and doesn’t work.
One of these has to be true.
And both hint at the same: sloppy engineer design again!
Somebody probably just pressed 0 by accident. What they meant to convey was that if you hit between the target’s feet, you’ll probably set at least one boot on fire! :o
Somebody probably just pressed 0 by accident. What they meant to convey was that if you hit between the target’s feet, you’ll probably set at least one boot on fire! :o
one foot out of two???
That’s less rng than engineers ever had!
Is the radius referring to how large the radius of the explosion is or what the radius in degrees the turret has? In other words, if I drop the turret while facing north, and an enemy approaches from directly behind, will it turn to face it? A 240 degree arc would be 120 degrees in both directions from facing straight forward. So basically the turret can peer over its shoulder but spin around to check its behind.
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Im thinking its just a single target aoe. Several times iv seen my overcharged rocket land and knock down an enemy thats not directly under the impact zone. Some reason Iv never really thought about WHY it does that, guess I was just glad it did.
Kind of funny that you mention this… Mortar #1 has an even smaller radius, so small that it’s practically useless, especially if you’re trying to hit people up on a wall.
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I’m sure it has a really small blast radius but definitely not 240. I know I’ve been able to hit two mobs when they’re standing really close together but that’s about it.
I wish its radius was bigger though, turrets would help a lot more in group fights than they do atm.
Is the radius referring to how large the radius of the explosion is or what the radius in degrees the turret has? In other words, if I drop the turret while facing north, and an enemy approaches from directly behind, will it turn to face it? A 240 degree arc would be 120 degrees in both directions from facing straight forward. So basically the turret can peer over its shoulder but spin around to check its behind.
All of them (which rotate at all) can do it 360. Though I don’t think they can tilt. I’ve had a flame turret shoot things above or below it by firing under/over them animation-wise, and I think flamethrower (the auto attack anyway) is a lot like that as well.
Nah it’s not a mistake, to the OP. The missile AoE only affects a single target, but the usefulness is that, even if that slow missile doesn’t hit dead center, the AoE explosion will knock a target down if they are in that 240 ring. This makes up for the slowness of the attack’s speed. I wouldn’t mind that AoE hitting multiple targets though. I’d consider that a buff rather than a fix.
Nah it’s not a mistake, to the OP. The missile AoE only affects a single target, but the usefulness is that, even if that slow missile doesn’t hit dead center, the AoE explosion will knock a target down if they are in that 240 ring. This makes up for the slowness of the attack’s speed. I wouldn’t mind that AoE hitting multiple targets though. I’d consider that a buff rather than a fix.
In the Mists the aoe dummies are closer to each other than 240 range.
The overcharge rocket only knocks down one each time, even if I put it smack in the middle of the pack.
I would consider your theory acceptable as a mechanic, but it doesn’t seem to work that way…
Nah it’s not a mistake, to the OP. The missile AoE only affects a single target, but the usefulness is that, even if that slow missile doesn’t hit dead center, the AoE explosion will knock a target down if they are in that 240 ring. This makes up for the slowness of the attack’s speed. I wouldn’t mind that AoE hitting multiple targets though. I’d consider that a buff rather than a fix.
In the Mists the aoe dummies are closer to each other than 240 range.
The overcharge rocket only knocks down one each time, even if I put it smack in the middle of the pack.I would consider your theory acceptable as a mechanic, but it doesn’t seem to work that way…
Nah I’ll restate that the rocket only affects one target at a time. Proximity of other targets to that target don’t matter currently. It’s called an AoE because it does attack over an area, but that turret’s attack is only meant for one target currently. It would be nice if it affected more targets simultaneously in overcharge or by default, but I don’t think how it works currently is a bug or an oversight by Arenanet. We’ll know for certain if they ever patch it to affect more targets though. I am agreeing with you, however, that I would like it to affect more than one target at a time.
The most likely answer is indeed that the 240 radius is the margin the rocket can miss it’s target, but still knock that one target down.
Odd mechanic, if that is the case. But I can’t think of any other option indeed. Not while remaining sensible and logical about it.
But it’s the first time I see a tooltip actually having extra information just because the dam ability has a large missing error build-in.
All in all Rocket Turret needs a cooldown reduction, and perhaps a flight speed increase on a long distance… the rest is ok of course.
It’s still a turret, all the weaknesses remain
(edited by Kimbald.2697)
I remember the overcharge hitting 2-3 enemies in close proximity. Havnt played him thatmuch since the 30th breaking the traits I use. 240 is not big at all. That’s 120 on each side of the target, which is a little less than the warriors rifle butt attack
I remember the overcharge hitting 2-3 enemies in close proximity. Havnt played him thatmuch since the 30th breaking the traits I use. 240 is not big at all. That’s 120 on each side of the target, which is a little less than the warriors rifle butt attack
glue bomb (Bomb Kit #5) is 240 radius too, untraited.
If I use that, I cripple the dummies around.
The Rocket turret however, does not…
Same spot, same radius, same dummies.
Even the exact same first target as I drop the Rocket Turret right on the dummy I’m standing inside of (Turrets seem to take closest target, no matter what you do…).
Glue bomb goes aoe, turret does not…
target standing on X
overcharge rocket fires
a) target moves 239 from X; rocket hits. knockdown
or
b) target moves 241 from X; rocket misses.
R X——H——-H———H——H—-240 M M M … etc
maybe? speculation.
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You kittens don’t even know what the prefix “meta” means.
target standing on X
overcharge rocket fires
a) target moves 239 from X; rocket hits. knockdown
or
b) target moves 241 from X; rocket misses.R X——H——-H———H——H—-240 M M M … etc
maybe? speculation.
Yup, that would be my most likely guess.
I find that most of the AOE’s on engineers are nerfed, it’s just weird it’s like the class that is supposed to have AOE’s to deal with multiple enemies efficiency is being artificially stumped by people who see it as perfectly fine that a warrior runs dungeons by himself. It’s one of the reasons why I know this class was meant to be a soldier class, with heavy armor and a bit more hitpoints because everything about it pretty much points to heavy AOE handling except they keep nerfing that. They finally fixed the explosive radius bug recently I noticed.
What is this hate they have for this class I wonder because they certainly don’t treat it with respect.
I find that most of the AOE’s on engineers are nerfed, it’s just weird it’s like the class that is supposed to have AOE’s to deal with multiple enemies efficiency is being artificially stumped by people who see it as perfectly fine that a warrior runs dungeons by himself.
What is this hate they have for this class I wonder because they certainly don’t treat it with respect.
I don’t even know if it’s nerfed as such.
I sincerely have no clue if Rocket Turret was aoe before.
My issue is that I read the tooltips and try to figure out what they mean.
Some say it was aoe before, ok fair enough. Than it got changed because I’m not seeing any aoe now.
Not in the Mists at least. I haven’t found mobs in pve that:
a. stand close enough to be in less than 120 range (240 is 120 to both sides…)
b. have no other effects on them so i can clearly see what hits them or not (so a WvW zerg isn’t good for that )