Bug: Rifle turret RoF.
Regarding the rate of fire: Can you post a video so the devs can see it? Also, with a video, we can easily see exactly what the rate of fire is since every frame is time stamped. This is the best way to get things fixed!
I don’t have the ability to do this quickly. It’s pretty easy to see for one’s self if you have a watch.
I remember the rate of fire for the overcharge being noticeably faster at one point in time, so this is new.
Just tested it in the mist, PVE and underwater. It seems to be a bit less then 3 seconds. Overcharge doesn’t seem to increase the speed by much if any.
Not sure if Video is necessary for this bug, but will post if it helps.
Confirmed.
I just tested this in the mist on a target golem. The rate of fire for both the regular shots and overcharge is approximately 3 seconds give or take 1 tenth of a second.
Hot fix please!
The toolbelt abilities Surprise Shot and Detonate Rifle Turret do grant 10% of your endurance with the Adrenal Pump trait.
(edited by Grackleflint.4956)
Title change to make known its a bug.
Hmm, that would drop the DPS of that turret by about 30%?
Harpoon Turret (underwater version) needs testing.
Much more then 30%. Its a 33% loss from just the basic attacks. But the overcharge Automatic Fire is up 1/3th of the time, and should reduce casttime by 50% but it doesnt.
So the actual dps loss from this bug is much more. Shockingly high even.
With some basic math it looks like the bugged Turret has around half the dps of the working as intented-Turret.
The fact Automatic fire doesnt work properly really, REALLY, hurts the dps. You’re not getting the damage boost (that has a fairly high uptime) and you are missing out on a lot of bleed procs aswell with that slow firerate.
There’s a similar issue with Explosive Shot – the cast time listed is shorter than the actual cast time.
Whether these issues are bad tooltips or an error in programming, they need to be fixed so people can accurately judge how useful something is without having to disregard the information provided by the game.
Well the Rifle Turret was working in the past. So either its a bug or a stealthnerf, and the latter sounds highly unlikely considering they just spend several patches buffing Turrets to push their use.
Post this over in the SPvP forum if you want it to get fix priority.
First of all i wanna say that i didn’t checked after this last update but i didn’t read anything about this bug fixing into the patch notes.
So :
Devs please we need to fix this bug…rifle turret is the most used turret in every turrets build…
I made a lot of testing (before 11 june patch) and the BUG does EXIST !
1)The rifle turret’s rate of fire is betwen 2,4/2,7 seconds, instead of 2.
2)The overcharge skill does work ONLY if you quickly overcharge the turret after you deploy it!
If you deploy the turret and wait just a couple of seconds to overcharge it the rate of fire DOSEN"T CHANGE AT ALL!!!!
It does bleeding but it continue shooting at 2.4/2,7 seconds!!!
There is no BRUST AT ALL!!
Please we were so happy that you fixed the turrets traits, but without the rifle turret overcharge we loose A LOT OF DAMAGE!!!
Playing with turrets is already an hard work…with this bug it become frustrating …
Thx for attenction and sorry for my English.
I will update this tread every day.
the bug it is still there. Please at least let us know that YOU know…
Let’s bring this up again.
As much as I’d like to see this bug, as well as our other RoF bugs, fixed…I don’t think they look at these boards very often. They’re probably never going to realize this thread exists, no matter how many consecutive days you bump it back up to the front page, and eventually you’ll start getting infracted because somebody will start considering it spam.
As an alternative, how about every Engineer with an interest in getting this fixed flood the bugfix crew’s inbox with bug reports, as well as +1 the first post in this thread? From what I’ve heard, that will help this get noticed.
There is no BRUST AT ALL!!
RIFLE TURRET BRUST WAS TOO STRONK!
I posted the bug also here https://forum-en.gw2archive.eu/forum/support/bugs/BIG-BUG-Automatic-Fire-and-Rifle-Turret hopeing something will change.
Give some +1 to that post….maybe it will help…
Welp, went ahead and tested the fire rate issues I’m currently aware of possibly existing – Explosive Shot and the Rifle Turret.
Explosive Shot landed 30 shots in 26.2 seconds (average). For an attack with a reputed 1/2 cast time, this doesn’t seem right – even with the .6 seconds I clocked it at between pressing 1 and the Skill Use bar reaching completion for an isolated shot, it should only be coming up to 18 seconds.
For 30 shots to take 26.2 seconds, a cast time around .87 seconds would be required – accounting for the extra .1 seen in isolated-shot tests, there’s still .27 seconds extra time per shot.
The Rifle Turret could fire ten shots in 27.1 seconds (counting from first report/muzzleflash to last). Obviously, this cannot be firing every two seconds – 27.1/10 is, of course, 2.71.
The overcharge, on first testing, fired ten shots in ten seconds (due to the Overcharge having a limited duration and uncertainty as to actual beginning time, I judged it more expedient to count shots fired while the overcharge visual effect was visible than to use the stopwatch). The turret proceeded to continue with this anomalous fire rate for the duration of the first test; I picked it up after confirmation of this issue.
Further testing was considerably less baffling/more disappointing (I waited five turret shots before overcharging; this seems to have averted both the overcharge working properly and the continued rate of fire increase) – four shots in the ten seconds of activity, consistently. Guess what 2.7*4 is? 10.8.
I will be making a post of my own on the bugboards; they won’t believe there’s a mechanical problem unless it’s proven mathematically, which is likely a good thing.
Edit: https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Rate-of-Fire-Issues And I’ve also reported the issues in-game, along with the math.
(edited by Anymras.5729)
Hmm, flame turret is listed as 3 seconds. Putting one next to a rifle turret should demonstrate a difference or not in a very visual way.
Actualy, attack rate of both Rifle Turret and Net Turret are broken sinds a while, Rifle turret has always been a bit more than 2sec (its more like 2,22 realy) and Net Turret is around 12sec while it should be 10sec.
Only real problem came with the Karka Queen patch, now Rifle Turret and Net Turrets keep increased fire rate when you overcharge it at the start of a fight.
Their attack cycle gets stuck somehow. For instance, if I throw my Net turret it will shoot 3 nets in a row every 12sec, while my Rifle turret on the other hand will shoot 10 times before it gets on a 2,22sec CD and shoot back 10 times in a row. On the other hand if I don’t overcharge it immediatly, my overcharge won’t increase their firerate for the rest of their lifespan.
Also sinds the Karka Queen patch, my Rocket Turret basic attack hits ennemies in a small AoE and Turrets Rifled Barrels range increase is broken in s/PvP, I hope they never remove this feat!
Yeah, we know they’ve been broken for a while. I’m not sure whether anybody’s done the math to figure out just how broken, and it sure as hell hasn’t made a difference. But now, if we didn’t before, we have the math, so we have proof that it’s not working right, whether we’re talking about Explosive Shot on the mainhand pistol (which has more than 150% its listed cast time) or Rifle Turret (and the issue with overcharge fire rate probably affects the others, too).
This is an issue that, while it might not seem like much in the short-term, can pretty drastically affect things over the long-term – Pistol’s fire rate being so much slower than it looks like it should be (going by the tooltip) causes Bleeds to not stack as high as they should, leaving the Pistol kitten by animations causing it to have a long cast time, or misrepresented by the tooltip saying the wrong cast time entirely. Ditto with the Rifle Turret – the fire rate is stated at two seconds, but it’s almost three, reducing the damage it deals over, say, ten seconds from 5 shots (10 seconds/2 second fire rate = 5 shots), to 3 (10 seconds/2.71 fire rate = 3.6900369). Over thirty seconds, the difference becomes four shots (15 to 11). At the full five minutes, the turret as it should be functioning would be capable of firing 150 shots, but it’s limited to 110 due to this bug. I don’t know about you, but I’d definitely call that a problem.
Rate of fire says one shot every 2 seconds, its about every 3 seconds. The overcharge skill says it improves rate of fire 50%, it maybe improves it 15% at most, I notice very little difference and I’ve stopped watch it.
Toolbelt skill of this ability does not replenish 10% endurance if you have the first trait on the last skill line (dont recall of the top of my head).
I totally agree – there are so many not working skills in Engineer it easily rivals any other two profs put together. Sad, so VERY sad.
They recently fixed turret toolbelt skills not activating that particular trait, I think.