[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Ederyn.3107

Ederyn.3107

RIFLE TURRET: 3 BUGs total

Rate of fire should be 2 seconds:

2.86
3.06
2.96
2.98
3.03 —-——————- 10 shoots in 30.03 seconds. ( 10 seconds more) [BUG]
3.01
3.01
2.84
2.81
3.00

Overcharge ability:
[BUG] Works fine if used suddenly after deploy, but then the rate of fire reamain 1s even when the overcharge is ended.
[BUG] Rate of fire Dosen’t decrease at all if used after 2 or more seconds the deploy.

Thumper Turret : 1 BUG total

Rate of fire should be 3 seconds:

5.16
4.89
4.97
5.03
5.02 —-——————- 10 shoots in 50.04 seconds. ( 20.04 seconds more) [BUG]
4.88
5.01
5.16
4.90
4.87

Overcharge ability: fine

Net Turret: 2 BUGs total

Rate of fire should be 10 seconds:

13.11
13.03
13.14
12.91
12.87 —-——————- 10 shoots in 2 minutes and 10 seconds ( 30 seconds more) [BUG]
13.02
13.13
13.00
12.87
12.93

Overcharge ability:
[BUG] Rate of fire should be 50% but it DOSEN’T WORK AT ALL. It continue shooting every 13 seconds. So you can stun only 1 time ,if you overcharge it at the right moment ( just before the normal shoot) if you dont it DOSEN’T STUNS AT ALL.

Rocket Turret: 1,5 BUG total

Rate of fire should be 4 seconds:

5.06
4.94
5.02
5.10
5.00 —-——————- 10 shoots in 49.78 seconds ( 9,78 seconds more) [BUG]
4.90
5.00
5.00
4.91
4.84

Overcharge ability:
I could say fine….but i’m not sure …!!
it says that it last 7 seconds…the rate of fire is 4 seconds…and it shoots only 1 time per overcharge. If you wanted the turret to shoots the explosive rocket just once why did you put 7 seconds duration???
…just write 4 seconds duration and 4 seconds rate of fire…

Flame Turret: 1 BUG total

Rate of fire should be 3 seconds

3.93
4.01
4.00
4.07
3.85 —-——————- 10 shoots in 40.01 seconds ( 10.01 seconds more) [BUG]
4.01
4.01
3.97
4.03
4.04

Overcharge ability : fine

(edited by Ederyn.3107)

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: chungiee.8764

chungiee.8764

I applaud you for gathering data and confirming my suspicious regarding Net Turret. I finally have found my confirmation that it isn’t me sucking all of a sudden and is actually because of turret bugs :P.

Hope they hotfix this ASAP…

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Victoitor.2917

Victoitor.2917

Nice list and I’ll add one to it. I posted this quite a few times before but Anet has never seen it.

If the healing turret is destroyed, then whatever timer there was left on the Cleansing Burst overcharge is lost. This means that if you deploy your turret and then overcharge and the turret is destroyed when the overcharge has 1 second left, then you have to wait 20 more seconds to use it again. This is the longest cooldown for a healing skill in the game (35 seconds).

Although it behaves like a turret should, I don’t think a heal should work like this. Heals should be reliable.

I posted it here before: https://forum-en.gw2archive.eu/forum/professions/engineer/BUG-Healing-Turret/first#post2153248

I would also recommend this if Anet looks at this thread: https://forum-en.gw2archive.eu/forum/professions/engineer/Suggestion-Healing-turret-overcharge/first#post2156608

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Anymras.5729

Anymras.5729

I can confirm that the fire rate issue is happening. +1 the original post to get it some attention.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: chungiee.8764

chungiee.8764

Free bump…scary how no Engineers care about Turrets lol. Says something about Anet Balancing.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Anymras.5729

Anymras.5729

In theory, Anet should be aware of it, going by the comments made by the devs in other threads about reading most, if not all, threads. If they did fix this fire rate issue, it would be a pretty dramatic boost to turret DPS – survivability would still need to work, but it’d be a step.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Krosan.2890

Krosan.2890

Was thinking of trying the build out but now that I see this I can’t be bothered, this will most likely take months to be fixed again.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Anymras.5729

Anymras.5729

…Fixed again? I don’t think fire rate’s ever worked properly, but I hadn’t checked until recently. I’d like to think I’d have noticed the turret fire rate drop off, being a pretty big turret user.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Grackleflint.4956

Grackleflint.4956

Please fix.

15 characters

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Varqov.6984

Varqov.6984

This turret bug issue needs to be addressed. The only turret I spent skill points on was the healing turret because of the multitude of bugs.

Why would I spend points on things that I know are broken? I haven’t and I won’t until they are fixed.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Il Paga.1563

Il Paga.1563

I confirm these bugs…

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Legit Prep In.5893

Legit Prep In.5893

same, the turrets are not shooting correctly, the overcharge skills dont do anything, also, the stupid turret explodes faster that before…not sure if that was only my impression but after the first overcharge my turret went boom without any enemy around

PLEASE MAKE THE TURRETS USEFUL IN (s)PVP /WVWVW, YOU HAD 1 YEAR NOW TO DO SO!!

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Itachi Hitokiri.6348

Itachi Hitokiri.6348

Hope they fix this, thought something was a bit off with turrets.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Omnimaetus.8019

Omnimaetus.8019

Wow, Thats quite a bit

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Ederyn.3107

Ederyn.3107

Ok i contiuned testing the turrets…
I confirm the 2nd BUG on the rocket turrets:

If you do not overcharge the turret at the right time the turret do not shoot ANY Explosive Rocket at ALL!!!

Same story is for the net turret…..

Let me explaine:

Net turret has got 13 seconds rate of fire ( because of the BUG) the overcharge duration is 10 seconds….if you deploy the turret and the turret shoot the frist Net…than you overcharge it you will not see ANY ELECRTIFIED NET !! Because the Overcharge duration ends before the NEXT SHOOT !!

SO DEV please ….we need a fix to ALL THE TURRETS ASAP!! Their rate of fire has been bugged since beta….but now with new net turret’s BUG we lost too much…..Too much …Really!
Thx for reading.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Sukor.1236

Sukor.1236

I can confirm these bugs.

Pretty much all turrets are bugged right now.

Bumping so Anet sees this. You should also post this to the Bugs section.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Anymras.5729

Anymras.5729

According to one of the devs, they do read all of these. Not sure if I trust them on that, but if they do, they already know. Report the bugs in-game as well, though, and on the Bugs section.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Net Turret also cease fire if you overcharge it right after you deploy it until it is destroyed.

Not to mention Turret Hitbox are way to big and will even be hit when they are out of AoE circle. Turrets right now are for sadomasochist hardcore gamers!

Edit : Just remember something very important, turrets have a rotation time before they attack, this is maybe the cause of many of the bugs you are listing. For Net Turret and Rifle Turret that’s for sure, rate of fire and overchharge are screwed, but for the rest, it is probably a bit slower because they need to rotate before they are able to shoot.

(edited by Ambrecombe.4398)

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I’ll be bumping this too. I depended heavily on turrets on my sPVP build, and due to the rate of fire changes and the bugs, I can’t accomplish anything now.

I don’t have opinions. I only have facts I can’t adequately prove.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Ederyn.3107

Ederyn.3107

Dear A.Net i would like to play again my turrets build in WWW !!
Please i miss it ! ATM with the net turret that doesn’t shoot AT ALL…and others turret’s rate of fire bugged i really cant!!
I made a specific equip for that build…and now it is into the bank…

Show us some love …come on turret’s rate of fire are bugged since the first beta week end…

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Walorx.5129

Walorx.5129

It blows my mind how Anet doesn’t find these bugs an issue. That’s 5 utilities that are currently unusable because of this patch. If shouts suddenly didn’t work on a guardian, people would be freaking out and Anet would make a hotfix within a day or 2. It makes me sad that I can’t enjoy playing how I want because Anet refuses to fix these MAJOR issues :/

Vöz – “Stand in the red circles, they heal you”
YOUTUBE.COM/VOZTACTICS

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Adamantium.3682

Adamantium.3682

Have turrets ever worked properly? Meaning all traits and overcharges work how they should? I didn’t think so.

Turrets don’t need to just be fixed, they need a complete rework. Go back to the drawing board. We can start with getting what Necros got in the latest patch: Rigor Mortis: This ability is now instant. For those that don’t know, this is a skill they get when they summon a minion (Bone Fiend specifically). It is very much analogous to an overcharge, giving the minion a more powerful ability than they normally use. Our turret overcharges need to be instant as well so that we can actually use them as reactionary skills. Guardian spirit weapon skills are instant, at least this Necro minion skill is instant, and ours should be as well. An Engineer who wishes to macro should be able get extra damage out of their turrets by overcharging just after they fired a normal attack.

This is just one of many things that needs to be done to completely rework turrets IMO. Also change something about how the toolbelt skills work. Giving a stun break but only when the turret is not up? That’s not really that conducive to a turret build if you have to explode one of your best, highest health, longest cooldown turrets just to get a stun break. Trait consolidation is another big one with turrets in 3 separate trait lines requiring 60 of our 70 points just to access them all (could make room to add a trait to make the turrets follow us around). Bugs have been being fixed, new bugs have been introduced, and we’ve been on that vicious cycle since launch. I think it just has to be reworked completely, change the mechanics on turrets entirely.

After every time turrets get some kind of attention I try to go make a turret build but it just never competes with other builds using kits, elixirs, or even gadgets now (this is good, those are all pretty even only turrets are lagging behind I think). What do you guys think? Am I just a turret noob or would you like to see a rework of this part of the Engineer as well?

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

(edited by Adamantium.3682)

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Anymras.5729

Anymras.5729

As somebody who’s used turrets for quite some time (I ran full turrets from 5-80) – yeah, they need work. I wouldn’t object to an overall rework, especially a trait consolidation (perhaps make Deployable and Accelerant-Packed Turrets baseline effects, improve/replace Autotool Installation, for example) and implementation of overall scaling, but I don’t especially think it’s going to happen.

(edited by Anymras.5729)

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Ganite.8612

Ganite.8612

Overcharge on turrets is broken.
Turret do 1 shot with overcharge, then overchage go off.

Doll Vegas\z

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Well I started a discussion about Turrets not long ago about how we could improve their current fonctions, but I never happen to get a lot of feedback in return. Not enough people seems interested in Turrets or do play a Turret Engineer making it very hard to engage any fluid conversation.

If you realy like turrets and want to see improvements please support the debate on the link bellow :
https://forum-en.gw2archive.eu/forum/professions/engineer/Turret-Engineer-Ideas-Discussion/first#post2320144

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Blackfall.2819

Blackfall.2819

it isn’t that we don’t care, we are just used to being s*** on by devs. I would LOVE to see turrets fixed, and applaud you for being so methodical in your data gathering. I hope it’s enough to finally make turrets viable for using.

I’d like to see some timing testing done on healing turret as well, but it isn’t quite as big of an issue since we’ve all worked around it by just blowing it up anyway…lol

Again, thank you. I hope they see this and actually care…for once.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Anymras.5729

Anymras.5729

I care, I simply don’t think the devs are going to give half a week-dead rat’s kitten about it, instead making their little changes and then abandoning the things for other modifications just when it looks like they’re going to make some changes that could bring them up to the level of other skillsets. As it is now, turrets scale only for conditions and boons (and receive traitline stat bonuses, for some bloody reason, despite going untouched by gear bonuses), and have almost all the same issues that they’ve had since launch – mediocre damage, low survivability, and long cooldowns. At this point, I think they’re afraid to even touch the kitten things, for fear of breaking Deployable Turrets again. There’s also the issue of hitboxes being absurdly huge.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Ederyn.3107

Ederyn.3107

On 9th july patch you added a damage skill fact to all detonate turrets…
WOW….VERY nice….Anet..
The problem is that nobody is using turrets anymore in your game!
Did you ever try to play with a turret that has no overcharge and that shoots once every 13 seconds ???

Ahhh wait….now makeing that turret explode cause about 300 damage…..wow for sure i’ll be back to my turrets build !!
(sarcastic)

I have no more hopes about turrets fix…you will never do it Anet.
At least have the diginty to answer here…in this forum….to the many treads made about turret’s issues!!

Come here and say " Hey stupid Engineers we don’t give a S… about your turrets and their bug so please stop writing about them"
Or at least ban me….do something…show us that once every 6 month you read this calss forum…

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Linc.6834

Linc.6834

Just thought I’d bump this thread (which should be stickied) for all the new engi’s looking for help on builds. I.E. DON’T USE TURRETS

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Anymras.5729

Anymras.5729

Or, if you do, know that you’re in for a harder time than you’ll find using just about any other spec.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Legit Prep In.5893

Legit Prep In.5893

f
i
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T
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[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

To contribute to the ancillary topic at hand, the biggest issue I have with turrets is that there aren’t many ways to really “improve” them that doesn’t involve just making what they already do better:

Rifle Turret: Make it do more damage, and also take more damage.
Rocket Turret: Make it do more damage, and also take more damage, and reduce recharge.
Flame Turret: Make it take more damage.
Thumper Turret: Make it do more damage. Maybe make it take more damage. I don’t know, I never use the thing.
Net Turret: Make it take more damage, and/or give it better range.

Overall: Fix bugs, make it so they don’t target things not in Line of Sight, don’t make them target phantom objects, give them smaller hitboxes.

Their damage is somewhat subpar by themselves, but turrets can be really potent if done right. Once the bugs are fixed, Net Turret is awesome for stuns and immobilize, the rocket turret is awesome for AoE knockdown + AoE burning, the flam turret is great for cone burning. The two burning turrets are basically just “put this on your toolbar, and enemy gets 75% burn uptime)” before factoring traits.

I don’t have opinions. I only have facts I can’t adequately prove.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Kalan.9705

Kalan.9705

Even if bugs ever get fixed, turet don’t shoot at things that matter, and don’t survive enough, are too immobile for recharges, have bad trait support, and toolbelt vs. detonate is a design fail.

One of many possible solutions to make them survive enough to be so somewhat more useful in more than tiny scale pvp is:

Make turrets only able to receive 20% of their max hp in damage, in each second. Change the 30% trait, which is useless, to upgrade the maximum turet hp loss per second, so they can only lose 10% of max hp in any one second.

Then actually test it in WvW and PvE, instead of balancing everything only around the small scale arena mode needs.

(edited by Kalan.9705)

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Conncept.7638

Conncept.7638

Possible new bug.

Just came from WvW, the turret throw range seems to have been shortened by mistake in one of the recent patches. Places where I KNOW I was able to throw turrets on walls before I cannot throw them now.

(edited by Conncept.7638)

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Legit Prep In.5893

Legit Prep In.5893

fix it asap pls , stupid mini addons each patch can wait , you should rather put that manpowder into makign the player classes work

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Grackleflint.4956

Grackleflint.4956

I make a deal with you, Anet. You make turrets awesome and I’ll buy the kitten things from the gem store. Deal?

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Haven’t touched my Engineer for a while now, very sad…

I’m relinking the video I made showing turret hitbox is way too big.
http://www.youtube.com/watch?v=RL-BWRKWkLY

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Manuhell.2759

Manuhell.2759

And according to the patch notes, turrets still haven’t been fixed…

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Kalan.9705

Kalan.9705

Turrets are just a total mess.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Penguin.5197

Penguin.5197

We should invade pvp forums again for this. Worked last time they broke and got fixed pretty quick.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Anymras.5729

Anymras.5729

Once I get better video software (or figure out a way to provide video on the forums without going through Youtube, as the compression to make it work with Youtube murders the quality), I intend to make a series of videos showcasing every single bug I can find of Turrets. Overcharge bugs, World Boss bugs, everything.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Super Riceman.8702

Super Riceman.8702

I want them to fix this so hoard.

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: johnsonade.9547

johnsonade.9547

I dunno, I think the hurtbox (or hurtfield, dunno the term for 3D games) is shared with the turret’s pickup field since you can pick up a turret without having to be right on it. maybe if they had a separate field for turret pickup, the problem would be solved.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Wolf.5816

Wolf.5816

[Rifle Turret or Healing Turret Bug]
For some reason, when the Rifle Turret is deployed and you activate the Healing Turret’s Tool Belt ability Soothing Mist you can no longer instantly detonate the Rifle Turret. It will, instead wait until Soothing Mists animation has completed before allowing you to detonate the Rifle Turret.

Detonating other turrets during Soothing Mist or during other Tool Belt abilities remains instant With a “0” cast time. Meaning you should be able to preform this action at any time, even during other actions. Which is normally the case except in this one situation.

In Conclusion: [Bug]

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I think what annoys me the most is that these should’ve been fixed a long time ago. My build in sPVP is crippled due to the net turret bugs.

I don’t have opinions. I only have facts I can’t adequately prove.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Sukor.1236

Sukor.1236

How is this still not fixed? Turrets have been hugely cripple for over a month and it’s received no attention. A little disheartening.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Anymras.5729

Anymras.5729

I’m so tired of these bugs that I’m going to report an exploitable issue, but hide it in the middle of all the turret bugs. I just need to get a proper writeup/description of all Turret bugs I can find.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Anymras.5729

Anymras.5729

Oop, new bug, I think. Net Turret Overcharge, when activated immediately after placement, fires one shot and then the turret stops functioning. Anybody want to confirm this one?

Edit: I’ve had difficulty duplicating this one against the Target Golems in the Heart of the Mists, but I’ve had it kick in when picking a fight with, say, a Dolyak in Frostgorge Sound. Kited the ‘yak (and a moa after that) around in circles for about twenty seconds well within the range of the turret and only got it to fire once (that one shot being ’right after placement and overcharge’).

(edited by Anymras.5729)

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I’ve done that bug, too. The overcharge breaks the net turret frequently, and it doesn’t increase the firing speed so you have an 8 second window where the overcharge does nothing.

I don’t have opinions. I only have facts I can’t adequately prove.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Anymras.5729

Anymras.5729

Yeah, I knew about the overcharge fire rate issue, but I hadn’t expected it to just completely fail to function. Glad I’m not losing my mind, though.