[BUG] Turret Bugs (compilation)

[BUG] Turret Bugs (compilation)

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Posted by: Anymras.5729

Anymras.5729

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)

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Posted by: Anymras.5729

Anymras.5729

Post converted to secondary list 2:35 AM, 10/1/2013; Bug added, exceeded post length limits
Bug added 9:59 PM, 10/2/2013
Deployable Turrets may be Detonated in midair without destroying the Turret, subsequently allowing a second Detonation upon landing. Toolbelt skills associated with the pseudoDetonated Turret may be used while the Turret remains in midair, but will be replaced by Detonate once more when the Turret lands.

Healing Turret is exempt from this issue, due to the fact that its Toolbelt skill isn’t replaced by Detonate until it lands.

Further testing found that the bug involving Thumper Turret’s odd interaction with Rifled Turret Barrels is not the only one involved with Rifled Turret Barrels.

The following Turrets are affected as follows: Regular attacks are affected by RTB, Overcharges are not, and attacks after Overcharge wears off are also affected by RTB. Specific ways in which they malfunction are listed alongside.
Rifle Turret: Overcharge not affected by Rifled Turret Barrels; fires as normal, but no damage.
Net Turret: Overcharge not affected by Rifled Turret Barrels; does not fire. Regular net fires immediately after Overcharge ends.
Flame Turret: Overcharge not affected by Rifled Turret Barrels; smoke screen does not occur. Fires normally after Overcharge trigger window ends.

(edited by Anymras.5729)

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I wonder if this would get more traffic if posted in the bugs forum.

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

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Posted by: Anymras.5729

Anymras.5729

I posted it there, too, don’t worry. I fully expect to be infracted for explaining the exploit, and perhaps to have the threads merged/moved for their being two of them, but if I have to get in trouble to get some kind of (this is not a swearword) acknowledgement that they know that Turrets are acting wonky (in order to avoid a repeat of the Scope “Oh, what? That’s broken?” thing), so be it.

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Posted by: Ambrecombe.4398

Ambrecombe.4398

This is the video I made concerning the hitbox beeing too big, I reported it a while back and never got any aknowledge from A-net for it.

(edited by Ambrecombe.4398)

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Posted by: Anymras.5729

Anymras.5729

The post on the bug report forums is also getting very little traffic. I doubt they’ll respond to either, but I wouldn’t be surprised if the Claw exploit gets fixed in the next patch.

Also, thanks for the video.

Edit: I’ve deleted the thread on the bug forums, with the intention of starting another one specifically related to turrets, and a second thread, regarding the Claw of Jormag exploit, to see if either gets a response.

(edited by Anymras.5729)

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Posted by: Anymras.5729

Anymras.5729

https://forum-en.gw2archive.eu/forum/support/bugs/Fourteen-possibly-fifteen-Turret-Bugs/first#post2601719

Here is the new thread, with each of the fourteen/fifteen Turret Bugs I’ve been able to confirm or seen video allowing confirmation of.

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Posted by: Anymras.5729

Anymras.5729

Requesting that this thread be stickied; best that Engineers who would like to use turrets know what they’re going to have to work around.

(edited by Anymras.5729)

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Posted by: Grackleflint.4956

Grackleflint.4956

15 charactersBUMPforjustice

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Posted by: Croustibat.7035

Croustibat.7035

Dat rate of fire at 0:26, not even overcharged

;__;

ps: I always found sad that the rifle turret doesn’t look like a gatling, as on the icone

(edited by Croustibat.7035)

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Posted by: JESPER.5610

JESPER.5610

I just started with the profession and im loving it, so fun to play.
But these bugs are just sad, ANet get to kitten work!

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Posted by: Aegael.6938

Aegael.6938

On the topic of oversized hitboxes, it seems that that turrets don’t actually occupy any vertical space. What this means is that I can’t actually use them as meatshields for ranged attacks. I would be more than happy if turrets had oversized hitboxes that actually allowed them to block hits for you, but right now all that happens is that they take unnecessary damage from AoE.

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Posted by: Anymras.5729

Anymras.5729

That’s part of why I was having difficulty confirming the hitbox anomaly, actually – they don’t catch single-target attacks meant for you, just AoEs and probably cleaves.

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Posted by: Ambrecombe.4398

Ambrecombe.4398

The hitbox is actualy so big turrets will even get hit by a cleave when they are located just behind a target with wide arc of attacks (aka : Ettins, Ogres, Brutes) making the placement with Deployable Turret trait very important if you don’t want them to get instantly destroyed.

I had a picture showing one of the s/Pvp NPC boss cleaving my turret from behind, if I find it I link it on this post.

Edit : Found the picture! https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/67757/BugHitboxTurrets.jpg

(edited by Ambrecombe.4398)

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Posted by: Anymras.5729

Anymras.5729

Your video with the AoE circle demonstrated unequivocally that the issue lies with Turret hitboxes; the monsters may simply have huge cleave radii, after all, while that video you posted clearly demonstrates that turrets will take damage even when you do not.

Fun fact: I’ve counted up all of the separate bugs in this thread, with the mindset of ‘Each Turret affected by a general bug is a separate instance of it, and therefore counts as another bug.’ Rocket Turret doesn’t attack Claw of Jormag? Separate bug from Rifle Turret not attacking Claw of Jormag.

Current total is 60 bugs, due largely (full disclosure) to the tendency of the bugs to affect more than one turret.
Every world boss besides CoJ, Shatterer, Tequatl, and the Fire Elemental which is not attacked by turrets will increase this number by five.
Every achievement Turrets do not contribute to (I must test whether they contribute to Condition Applier, for example) increases the number by however many turrets do not contribute to it.
Every zone in which downleveling does not apply to the first shot fired could increase the count by four (the number of damaging turrets), if I had decided to count that particular bug in that particular fashion.

And this is after just about a year.

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Posted by: Anymras.5729

Anymras.5729

New bug discovered: The following turrets do not contribute toward Condition Applier properly.

Net Turret: Never counts toward it, no matter how many shots fired; overcharge does nothing.
Rocket Turret: First shot does not count toward it, all other shots do. Overcharge did not change results of Shot #1.

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Posted by: Wolf.5816

Wolf.5816

On the topic of oversized hitboxes, it seems that that turrets don’t actually occupy any vertical space. What this means is that I can’t actually use them as meatshields for ranged attacks. I would be more than happy if turrets had oversized hitboxes that actually allowed them to block hits for you, but right now all that happens is that they take unnecessary damage from AoE.

This has been a huge issue as well, all the other “pet/minion” in the game will Absorb all damage (or Crowd Control) if they are in the path of linear attacks but Turrets seem ethereal. Like you had mentioned I would be much more accepting of their hit boxes if they were actually treated like they were on the physical plane of existence. Being able to use them as buffers (or meat shields). Alas they are treated like global objects that don’t exists but can still receive physical damage, which is beneficial for turrets immunity to conditions but yet opponents can walk through turrets and hit them lackadaisically with splash damage and destroy them in seconds without even planning to do so.

Turret survivability is indeed missing and important for the current struggling builds that would use turrets exclusively, but Turret mechanics in general need attention for every build.

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

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Posted by: MonMalthias.4763

MonMalthias.4763

@Wolf:
If you read the PvP forums there’s been a lot of complaints recently against the Spirit Ranger build that has been making the rounds lately, which has become one of the apex builds due to its large amount of evasion, cleansing, and decent damage output due to procs from the Spirits.

The major complaint being levelled against the build is that the Spirits “body block” skills intended for the Ranger, which adds essentially 3 mini-tanks along with the Ranger Pet. As a result, it is a very potent 1v1 spec with pretty decent teamfighting capabilities as the procs are shared across the team.

I have mentioned before that it seems that the most potent 1v1 builds focus extensively on AI summons because they are essentially yet another addition of EHP you have to chew through to get to the enemy player. I believe that adding the ability for Turrets to “body block” similar to Ranger Spirits could be following a dangerous precedent that adds to the “too much AI summons and passive play” complaints levelled against summoner classes.

I would rather that Turrets retain their avoidance of skillshots and other projectile attacks, whilst having their hitboxes fixed – although I’m not sure if this is possible given that Turrets are treated as environmental objects like the destructible crates on certain maps. Giving Turrets a “normal” NPC’s health bar like Ranger Spirits or Necro Minions would invalidate their condition immunity, which would be pretty hilarious to see bleeding turrets.

Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

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Posted by: daweed.6520

daweed.6520

I expect this thread to get lost like the bug compilation thread that once was present in this forum..its too accurate and leaves no room for excuses to be made.

Here’s to hoping it gets any kind of notice from the powers above.

RoS Eng/Guard/War/Thief/Mesm
" I don’t discriminate. I hate all of you equally…"

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Posted by: MonMalthias.4763

MonMalthias.4763

@daweed;
Whilst Arenanet claims to read all Profession forums and with particular reference to the PVP forum, very few dev responses have been noted. That being said, I would like to think that the buffs to Rocket Boots and Thumper Turret being turned into a stunbreaker were the result of criticism from the Engineer forum.

At the same time, there have been unaddressed issues with the Engineer profession since launch last year. Calls for the balance team to incorporate at least 1 “advocate” for each profession have also gone unanswered.

It is unfortunate that one of the most important aspects of any MMO – class balance and QA – also seems to feature the slowest pace of development. Compare and contrast this with the burgeoning biweekly content releases of the Living Story teams, and it is clear what Arenanet favours in terms of pacing.

It has been said that Arenanet would prefer that the pace of change for class balance and QA be slow to allow for changes in the “meta” to develop.

But one has to question the longstanding issues across all classes, and why the game would not be enriched by bug-free classes, instead of hampered in balance because of it.

Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

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Posted by: Anymras.5729

Anymras.5729

I will keep bringing this to the front page, either with requests for people to inform me of any unlisted Turret bugs or with simple bumps, you have my word. This isn’t even a list of balance concerns – I’m just godkitten frustrated that these bugs haven’t even been acknowledged.

In the time this thread’s mirror has been on the Game Bugs forum, I’ve seen the following issues get responded to:
A mention that Mace #3 skill and other counterattack skills can be prevented from counterattacking, thus extending the block, by jumping. Thanked for the report.
Somebody didn’t get their Salvage-O-Matic, and was told to try clearing their mail.
Somebody mentioned a bugged Personal Story boss…and was then told it was fixed, with a link to a different subforum.
People reporting sound issues have been linked to another thread, wherein the bug is said to have been fixed (with the fix being delivered in the next update).
Somebody had what ‘Unique’ meant explained to them.
The PvP Quality Assurance Embed thanked somebody for reporting a bugged runeset.

Meanwhile, several threads regarding Turret bugs have drifted, without so much as a “We’ll get around to it,” into the “Yeah, you’re never seeing these threads again unless somebody necro’s them” zone.

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Posted by: Anymras.5729

Anymras.5729

https://forum-en.gw2archive.eu/forum/support/bugs/Fifteen-possibly-sixteen-Turret-Bugs/first#post2601719

I figure I may as well just post this here, in case anybody wants to go through, and conjure up something of substance to bump the bug threads with.

When I saw that a staff member was going through and adding things to the tracker, see, I tried to bump the threads in order to hopefully get them acknowledged. Unfortunately, it’s awful difficult to come up with ‘something of substance’ for a bug that I already reported, without having anything else to say about it.

Anybody else wants to, go ahead.

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Posted by: Anymras.5729

Anymras.5729

One bug has been acknowledged as of 7:35 PM EST, 8/19/2013; Engineer turrets not attacking world bosses. Marked as such.

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Posted by: MonMalthias.4763

MonMalthias.4763

@Anymras:
Congrats! Although I suppose a round of applause is in order for your tireless work. Let’s hope that some time next Christmas Turrets are playable again.

Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

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Posted by: Anymras.5729

Anymras.5729

Now I have one less bug to try to bring to their attention (by virtue of them paying attention to it), it’s true. Only leaves me with…seven others. The applause is appreciated, but I fear that Christmas may be an optimistic timetable.

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Posted by: Anymras.5729

Anymras.5729

List acknowledged ~3:27 PM EST, 8/20/2013

In theory, we should be on the way to having these fixed. Maybe a Christmas gift of working Turrets isn’t so unlikely.

I will, however, continue to update this thread with each patch, to inquire as to new bugs, clear bugs out if they’ve been resolved, etcetera.

(edited by Anymras.5729)

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Posted by: MonMalthias.4763

MonMalthias.4763

@Anymras:
You are a gentleman and a scholar.
A 21 pop gun salute for this fine purveyor of powder kegs and potions and pistols and clockwork crank-wound catapults of cavalcades of chaos!

Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

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Posted by: Anymras.5729

Anymras.5729

Just as long as that Scarlet Briar brat stays home. Get her a babysitter or something.

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Posted by: Anymras.5729

Anymras.5729

New Bug Discovered 7:31 PM EST, 8/29/2013
Rocket Turret Overcharge only lasts for four seconds, tooltip says it lasts for seven.

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Posted by: Anymras.5729

Anymras.5729

Bug added 8/29/2013, 8:14 PM EST

Thumper Turret is only affected by Rifled Turret Barrels’ range increase until Overcharge is activated; Overcharge and following attacks are not affected.

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Posted by: Conan.8046

Conan.8046

Just as long as that Scarlet Briar brat stays home. Get her a babysitter or something.

Can she fix my turrets?

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Posted by: Anymras.5729

Anymras.5729

Going by the ‘lore,’ she probably could, but she’s enough of a Joker ripoff that she’d turn them all into Quip.

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Posted by: Electro.4173

Electro.4173

Seeing the “real” firing rates of the turrets vs the listed rates makes me sad. They’d be so much more effective if they fired as fast as they’re supposed to.

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Posted by: Anymras.5729

Anymras.5729

Yeah. Josh Davis commented in the firing rate thread to say he’d sent it in for review, though – so theory, we should get word on whether it’s intended or not.

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Posted by: Anymras.5729

Anymras.5729

Alright, new patch is live, and not a thing’s been fixed. Not unexpected, considering the timeframes involved. However, whether they fix anything or not, they probably broke something, so.

If you find a new turret bug, bring it here, for testing, confirmation and addition to the list.

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Posted by: Anymras.5729

Anymras.5729

So, now that Tequatl has been properly announced as the focus of the next living story, a thought struck me: Will Engineer Turrets attack him?

I’ve posted the query on the Tequatl boards, but I doubt I’ll get a response for a while. Just a heads-up.

And if the answer turns out to be ‘no,’…well, then I guess I won’t be doing this Living Story at all, not that it’s likely to matter to anyone.

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Posted by: Riojin.2649

Riojin.2649

I dont know if this has been mentioned or counts as a bug or anything but It just kitten es me off that the interrupts on turret explsions, (knockback) and the knockdown interrupt on rocket turret do not activate the 6th rune of perplexity. I have tested it and they just dont register at all. I have not confirmed whether thumper falls under the same category though. If this was working I would have a very nice Dire Turret build on my hands.

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I think that is because the turret is considered a separate entity causing the interrupt, and because of this doesn’t get the rune bonuses. It’s the same way with necromancer’s and flesh golem.

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

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Posted by: Riojin.2649

Riojin.2649

I suppose that makes sense when you think about it.

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Posted by: Anymras.5729

Anymras.5729

…Yeah, I suppose that is a Turret bug.

Now the list is 20.

I’m not going to lie – that’s kittening depressing. It’s entirely possible I’d been avoiding thinking about that, to be honest. Also, haven’t been in possession of Runes of Perplexity to test it. Thank you, Riojin, for doing the testing – I will add it to the list.

As for possible reasons for the issue: Turrets are, as far as I am aware, treated as separate entities from the player in all ways that are not Boon application, Healing, or Condition Damage/Duration. I’ve a feeling this is related to why they contribute to Condition Applier, but not Condition Remover or Skill Interrupter – the triggers of Remover and Skill Interrupter are considered to originate from the Turret, rather than the controller of the Turret.

Edit: Ugh. If they don’t start fixing some of these, I’m going to quit the game entirely – I hit the kittening character limit on the first post and had to chop out non-bug portions.

(edited by Anymras.5729)

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Posted by: Anymras.5729

Anymras.5729

Exploitable bug added to list: Deployable Turrets may be Detonated in midair without destroying the Turret, subsequently allowing a second Detonation upon landing. Toolbelt skills associated with the pseudoDetonated Turret may be used while the Turret remains in midair, but will be replaced by Detonate once more when the Turret lands.

Healing Turret is exempt from this issue, due to the fact that its Toolbelt skill isn’t replaced by Detonate until it lands.

(edited by Anymras.5729)

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Hey Anymras, I know what cause Net Turret to cease fire, it is somehow related to Rifled Turret Barrels, this is the video showing the bug.

(edited by Ambrecombe.4398)

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Posted by: Anymras.5729

Anymras.5729

Once you upload the video, I can analyze it and post the best explanation I can – with the video as demonstrator, of course. Thank you for that, by the way.

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Posted by: Anymras.5729

Anymras.5729

Thank you for the video, Ambrecombe; with the information provided, I have tested it myself and found it to be…actually more severe than I had initially thought, as it has consistently (three consecutive times as of this writing) prevented the Turret from functioning at all. I shall edit the original post to reflect this new information. Thank you for your assistance.

On a side note: Further testing found that the bug involving Thumper Turret’s odd interaction with Rifled Turret Barrels is not the only one involved with Rifled Turret Barrels.

The following Turrets are affected as follows: Regular attacks are affected by RTB, Overcharges are not, and attacks after Overcharge wears off are also affected by RTB. Specific ways in which they malfunction are listed alongside.
Rifle Turret: Overcharge not affected by Rifled Turret Barrels; fires as normal, but no damage.
Net Turret: Overcharge not affected by Rifled Turret Barrels; does not fire. Regular net fires immediately after Overcharge ends.
Flame Turret: Overcharge not affected by Rifled Turret Barrels; smoke screen does not occur. Fires normally after Overcharge trigger window ends.

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Posted by: Anymras.5729

Anymras.5729

The 10/15 patch has hit, and changes to Turrets occurred. kitten-all fixes, of course. If this is what the staff calls a ‘great start,’ I’ll uninstall the game after the next patch fails to fix a godkitten thing.

So. Did they break anything? I don’t even play anymore except to test the bugs people report, so if there’s a bug, bring it to me.

Also: Did they resolve World Boss targeting issues, and is the Net Turret’s new fire rate listing accurate?

(edited by Anymras.5729)