List acknowledged ~3:27 PM EST, 8/20/2013
New bug added 7:31 PM EST, 8/29/2013
New bug added 8:14 PM EST, 8/29/2013
New bug added 6:51 PM EST, 9/10/2013
Engineer Turrets are ignoring large World Bosses (with yellow names), such as the three Dragons and Fire Elemental. I have video evidence of turrets failing to attack Dragons, but my software is rubbish at compression; it may be difficult to see. My apologies for that, but it’s not like it’s especially difficult to test for yourselves. https://www.youtube.com/watch?v=Ms3w2fEPTYk
Acknowledged 7:35 PM EST, 8/19/2013
Engineer Turrets are also rumored to have oversized hitboxes; the following video demonstrates this.
http://www.youtube.com/watch?v=RL-BWRKWkLY (thanks to Ambrecombe.4938 for providing this video, especially for confirming that it’s not that the AoE’s indicator is inaccurate)
Engineer Turrets have an inaccurate rate of fire listed in the tooltip – or are malfunctioning and firing significantly slower than they should be, one or the other; pick one. Perhaps it’s an aftercast making it seem as though it’s inaccurate; nobody’s bothered to say anything, even to tell us it’s intended.
Rifle Turret fires 10 shots in about 27.3 seconds; this gives it an effective fire rate of 2.73 seconds. Its listed fire rate is 2 seconds.
Flame Turret fires 10 shots in about 40.3 seconds; this gives it an effective fire rate of 4.03 seconds. Its listed fire rate is 3 seconds.
Net Turret fires 10 shots in about 130.2 seconds; this gives it an effective fire rate of 13.02 seconds. Its listed fire rate is 10 seconds.
Rocket Turret fires 10 shots in about 50.3 seconds; this gives it an effective fire rate of 5.03 seconds. Its listed fire rate is 4 seconds.
Thumper Turret fires 10 shots in about 49.9 seconds; this gives it an effective fire rate of 4.99 seconds. Its listed fire rate is 3 seconds.
Healing Turret fires 10 times in about 54.5 seconds; this gives it a fire rate of 5.45 seconds, but it has no listed fire rate, making it impossible to tell whether it fires more or less often than it should.
Engineer Turret Overcharges are also malfunctioning, particularly Rifle and Net turrets. These two turrets allege a +50% fire rate increase on their overcharge, but don’t deliver on it unless they’re overcharged immediately upon placement.
Otherwise, they continue firing at the same slow rate as before…although the Rifle Turret’s overcharge speed boost, if activated upon placement of the Turret, continues until it is removed from the field as long as it begins attacking during the overcharge, and the Net Turret’s Overcharge, if activated immediately after placement, disables the Turret entirely. Video of the latter: http://www.youtube.com/watch?v=arrGyoGtAYs
The Rifle Turret Overcharge issue wherein it keeps the speed boost is one of the exploitable bugs.
Yet another issue with Turret Overcharges is that, if using Deployable Turrets, activating the overcharge while the turret is in midair doesn’t actually activate the overcharge – it starts the cooldown, but no overcharge occurs.
Engineer Turrets aren’t reacting properly to downleveling; a shot fired by a level 80 Engineer downleveled to level 9’s Rifle Turret placed in Metrica Province deals 137 damage on the shot fired immediately after placement (beginning the firing cycle’s rotations), for example, and 45 damage on all others (tested on the spiders next to the Loch Jetzt waypoint, with no points in Explosives traitline).
This is another of the exploitable bugs.
Engineer Turrets do not contribute properly to achievements “Condition Remover” and “Skill Interrupter;” conditions removed by the Healing Turret’s Cleansing Burst does not count toward Condition Remover, and skills interrupted by the Detonation of Turrets traited with Accelerant-Packed Turrets do not count toward Skill Interrupter. Turret Overcharges that Interrupt skills (Net, Thumper, Rocket) also do not count toward Skill Interrupter.
The on-placement shot of a turret will not be affected by the damage bonus from Rifled Turret Barrels.
Net Turret: Never counts toward Condition Applier, no matter how many shots fired; overcharge does nothing.
Rocket Turret: On-placement shot does not count toward Condition Applier, all other shots do. Overcharge did not change results of Shot #1.
Everything before this point was present on the list when it was acknowledged.
Rocket Turret: Overcharge only lasts four seconds, not the seven the tooltip claims.
Thumper Turret: Thumper Turret is only affected by Rifled Turret Barrels’ range increase until Overcharge is activated; Overcharge and following attacks are not affected.
Turret-based Interrupts (Overcharges of Net Turret, Rocket Turret, and Thumper Turret; Detonation of Accelerant-Packed Turrets) do not trigger the Runes of Perplexity’s 6-rune effect.
(edited by Anymras.5729)