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Posted by: tigirius.9014

tigirius.9014

bomb and grenade explosions are too slow.

bombs and grenades don’t explode with the same radius that a standard sword swing on my Thief produces.

pistol shots still shoot as slow as rifle shots.

These aren’t even suggestions, these are complaints. This thread is for discussing bugs. If you have suggestions, I recommend you make your own topic in the Engineer board or the Suggestions board.

the bomb radius bug has been documented, there’s a problem with it both with and without the trait forceful explosives. with the trait the explosive radius becomes so tiny you have to be inside your opponent for it to go off. It was tested on land tho it was much easier to see in water.

There’s a new one i discovered tonight, well new to me. When using potions from the toolbelt and using the trait Static Discharge, the discharges go up in the air, down on the ground everywhere but the enemy you have targeted and yes they were in range and facing me.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: gkaare.8576

gkaare.8576

the bomb radius bug has been documented, there’s a problem with it both with and without the trait forceful explosives. with the trait the explosive radius becomes so tiny you have to be inside your opponent for it to go off. It was tested on land tho it was much easier to see in water.

There’s a new one i discovered tonight, well new to me. When using potions from the toolbelt and using the trait Static Discharge, the discharges go up in the air, down on the ground everywhere but the enemy you have targeted and yes they were in range and facing me.

I’m not sure what the first part of your post means. You mention Bomb and Grenade explosions being too slow and then Bombs and Grenades not exploding with the same radius as a melee attack from a Thief. Is this regarding the Forceful Explosive trait with Evasive Powder Keg? What is the bug without the Forceful Explosive trait?

Static Discharge bug is already in the list.

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Posted by: tigirius.9014

tigirius.9014

Hmm can’t seem to use multiple images to illustrate my point. Please forgive the multiple posts.

Illustrating the FT miss bug.

I moved literally one inch and all four of my next attacks became misses, what’s more is the guy right next to my target didn’t get hit by anything. Usually when they are that close together they get hit by cone attacks.

Attachments:

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: tigirius.9014

tigirius.9014

illustrating the discharge bug.

Attachments:

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Rfreak.6591

Rfreak.6591

Passive increased Tool Belt Recharge Rate doesn’t work on many skills, at least not completely

EX: “throw wrench” displays 15 full (by “full” I mean it displays that number but it’s actually counting from 16) seconds CD even while traited 30 points deep in tools line, a 30%CD reduction should mean a 13 “full” second long CD, but it isn’t.

Tested in PvE if that helps

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Posted by: gkaare.8576

gkaare.8576

Passive increased Tool Belt Recharge Rate doesn’t work on many skills, at least not completely

EX: “throw wrench” displays 15 full (by “full” I mean it displays that number but it’s actually counting from 16) seconds CD even while traited 30 points deep in tools line, a 30%CD reduction should mean a 13 “full” second long CD, but it isn’t.

Tested in PvE if that helps

Nice find. Same thing happens in sPvP! I’ll add that the reduced recharge is incorrect AND that it’s displaying the wrong recharge on the skill.

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Posted by: Numot.3965

Numot.3965

Hmm can’t seem to use multiple images to illustrate my point. Please forgive the multiple posts.

Illustrating the FT miss bug.

I moved literally one inch and all four of my next attacks became misses, what’s more is the guy right next to my target didn’t get hit by anything. Usually when they are that close together they get hit by cone attacks.

They need to adjust the hitbox of the flame plume to match the visual effect. Flame jet also needs to be more responsive.

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Posted by: Sungak Alkandenes.1369

Sungak Alkandenes.1369

An update to my ‘Reserve mines’ issue. I finally saw them kick off, but took quite a while before they did activate – well over a minute.

Do we have stats on what these mines are?

“The Meta Game does not stop at the game. Ever.” — Me
I like to view MMOs through the lazy eye of a Systems Admin, and the critical eye of a
Project Manager. You’ve been warned. ;-)

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Posted by: gkaare.8576

gkaare.8576

An update to my ‘Reserve mines’ issue. I finally saw them kick off, but took quite a while before they did activate – well over a minute.

Do we have stats on what these mines are?

They will never explode unless someone gets really close to them. The radius on them is a bit inaccurate.

  • The trait Forceful Explosives does not increase their radius (it doesn’t shrink it either).
  • The red circle indicating their explosion radius is too big. Meaning someone can be inside of the red circle and the Mines will still not explode.
  • Reserve Mines cannot be detonated by using Detonate Mine Field.

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Posted by: Phenom.4137

Phenom.4137

6th Lyssa Rune bonus doesn’t work with Supply Crate (i.e. doesn’t give all boons when used), but works fine with other Elites.

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Posted by: Dagnus.6482

Dagnus.6482

1. The Superior Sigil of Accuracy (5% Critical Chance) does not work with Kits. Only when directly wielding the weapon with the Sigil is the bonus taken into account.
TLDR: Wield weapon with Superior Sigil of Accuracy, have +5 % Crit Chance. Equip a Kit, bonus goes away.
2. Giver’s Pearl Hand Cannon +10% Condition Duration Bonus not taken into account.
Test: 0/0/0/0/0 traits, Wield Giver’s pistol and take one Rare Veggie Pizza (
40% Condition Duration). Explosive Shot Bleed duration should be 3seconds, but is marked as 2(.3/4) seconds (missing 10%). Maybe a general Giver’s problem, and not Engineer specific.

(edited by Dagnus.6482)

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Posted by: NickDollahZ.5348

NickDollahZ.5348

Healing Turret Regen buff doesn’t scale with heal power.

Edit: The Healing Turret Regen buff scales with the 300 healpower from traits in PVE. Doesnt scale at all in the mist. Still doesn’t scale with gear anywhere.

(edited by NickDollahZ.5348)

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Posted by: Lightsbane.9012

Lightsbane.9012

my toolbelt skills aren’t being reduced by 10% even though i’ve got 10 in the trait line.
(bandage self, grenade barrage, toss elixir s, throw wrench) if this is skill specific, may want to add it to the list.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Hotshotsam.4650

Hotshotsam.4650

I found a bug for PvE with the Engineer’s “Med Kit”
No matter what button I hot key it to I have to end up clicking “swap weapons” its quite annoying really the sooner its fixed the better!

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Posted by: theValeyard.3690

theValeyard.3690

Mortar is unable to be used within the Ascalon fractal

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Posted by: Kamahl.3621

Kamahl.3621

Fun fact – swapping kits while mining / gathering will ruin whatever you gather.

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Posted by: Pannonica.5378

Pannonica.5378

Not really sure if I found a bug here… and not sure its a bug with the Engineer or another profession (or their abilities respectively. Thiefs Steal comes to mind.):

In WvW combat, it sometimes happens that, when I try to swap from a kit to my main weapon, I end up in Medkit (when it is selected to be my heal skill on the toolbar), and need several seconds until I can swap out of it again.
It is hard to tell because of the heat of the combat, but it could also be that I am able to swap into my previously equiped kit but not to my main weapon.

Pretty vague, sorry.
And could also be a problem with my mouse.

Just posting this in case somebody else experienced this problem; also posting because of this report:
https://forum-en.gw2archive.eu/forum/professions/engineer/Grenade-Kit-automatic-weapon-swap

Pannonica
Red Guard

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Posted by: Eviator.9746

Eviator.9746

gkaare I experienced the condition duration/elixir gun weakness bug again in another CoF run. It’s happening rather consistently for me. I understand how it may be difficult to reproduce (I think it may just be happening in dungeons), so I’m going to FRAPS and edit a video for youtube to help.

Sheldor the Eidetic (Group Engi) | Shorty McShinkicker (Solo Engi) |Turanga (Solo Mes)
Doing what I can for DB during EU primetime

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Posted by: Dervish.2379

Dervish.2379

There are attributes on weapon when you are in PVE. The engineer only have one weapon and use kit to replace change weapon. But if I change from weapon to kit, i will lost attributes which are from weapon. It is not fair for engineer to lose the attributes. But other professions dont meet this problem, including elementist.You know if you are in pvp, it doesnt matter because there is no attributes on weapon. So I think its a bug for engineer in PVE, it is not fair for this profession.

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Posted by: Ejiofor.4801

Ejiofor.4801

Is anyone else having issues with Elixir B? The only thing it seems to do is clear conditions when I have it traited with Cleaning Formula 409. Also, Retaliation seems to be in a ‘not working’ mode, as in, once I imbibe Elixir B, the person tagging me (right after a Confusion with Pry Bar) isn’t taking any damage when he attacks.

Gearstrip Jones, Engineer, Borlis Pass, [KPUP]
“Which Lo Pan? Little ol’ basket case on wheels, or the ten-foot-tall roadblock?!”
-Kurt Russell, Big Trouble in Little China

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Posted by: Memphis.9478

Memphis.9478

Rune of the monk (6) used to work, it seems to me that it doesn’t any more – talking about PVE. Confirms?

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Elixir X has no effect and goes on full cooldown if you activate it while in the air. That is, activate elixir X, then jump with such a timing that the casting bar completes while you are still airborne. This will cause elixir X to do absolutely nothing, and it is put on its full cooldown as if it had worked successfully.

It seems as though you cannot enter a “transformation” state while airborne, so it just negates the effects of the skill. I imagine other transformation skills have a similar problem, but I haven’t tested them.

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Posted by: Memphis.9478

Memphis.9478

Yet another one:

Having Kit Refinement and Fireforged Trigger with elixir gun triggers the following scenario:
Super elixir is supposed to be on 15 second cooldown (despite the tooltip bug update). Yet if you throw it immediately after the super elixir from kit refinement you can see the timer countdown going from 15 seconds to 20. I assume this happens because of the hidden cooldown of kit refinement. Haven’t tested if it happens with other kits too so far – actually tool kit would be of the same interest. Always referring to PVE, haven’t tested in sPVP or WvW.

Edit: Noticed on Acid bomb too + the cooldown increase happens anytime,whether or not you have the kit refinement-elixir triggered.

Pardon me, I just noticed that it’s actually reported as a Fireforged Trigger bug.

(edited by Memphis.9478)

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Posted by: Pannonica.5378

Pannonica.5378

When I’m on a catapult and decide to change a kit on the toolbar (e.g. Toolkit is allocated, and changing it to Flamethrower), I get stuck on the catapult with my main weapon equiped (rifle/pistol) and can’t move or otherwise exit from the catapult.
Only getting pulled by an enemy player once let me disengage from the catapult.

Probably this could happen on any siege. I can’t verify this at the moment though.

So basically: engaging on a siege and reallocating bundles, locks you onto that siege with no way of disengaging by yourself.

Pannonica
Red Guard

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Posted by: ShaunZ.1098

ShaunZ.1098

Supply Crate – when I drop it in an area with a lot of enemies (when it is most necessary) the ground target shows fine, the drop animation goes off fine, then a few seconds later it pops back up on my bar unused.

Downed State tow rope – No longer seems to do anything 50% of the time. It fires off, but it doesn’t affect most enemies. To be honest, I’d rather just have the teleport the real classes get.

Gremmil – Fort Aspenwood Engineer
It’s [NERF] or nothing!

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Posted by: Chupey.2397

Chupey.2397

When I’m on a catapult and decide to change a kit on the toolbar (e.g. Toolkit is allocated, and changing it to Flamethrower), I get stuck on the catapult with my main weapon equiped (rifle/pistol) and can’t move or otherwise exit from the catapult.
Only getting pulled by an enemy player once let me disengage from the catapult.

Probably this could happen on any siege. I can’t verify this at the moment though.

So basically: engaging on a siege and reallocating bundles, locks you onto that siege with no way of disengaging by yourself.

This happens on any siege. I remember being able to get off if the person who dropped the siege got on. Also using a /sit or other emote might help.

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Posted by: Pannonica.5378

Pannonica.5378

Yeah, I got locked into an immobile state (that I cured by /sit) when building siege in the past, but I never got the (engineer specific) swap bundle locked state until a few days ago.
Activelty using the built siege and deciding to reallocate things on your toolbar (kits in my case) = locked on your main weapon while being mounted on the siege.
I have the ‘disengage’ button on the right (don’t know the name in english unfortunately), but my buttons 1-5 aren’t showing the abilities of the siege but those of my main weapon. I never get the ‘disengage’ button when being locked into siege by building it.
As far as I remember emotes wouldn’t cure that state. Going to verify this tonight.

Pannonica
Red Guard

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Posted by: gkaare.8576

gkaare.8576

Hello everyone. I’ve been really busy lately between work and actually playing the game. I’ll try to get through the new stuff in the thread this week.

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Posted by: Strewdl.1860

Strewdl.1860

Transforming into a Tornado with Elixir X while holding the Medkit does not correctly store the kit. The kit still gets displayed on your transforming location.

Selling backpacks!

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Posted by: aydenunited.5729

aydenunited.5729

Elixir S and the trait associated with giving you this boon is making me “rubberband” now, virtually every time the skill initiates. On screen it looks like a repeated move forward then reset back to right where I was standing for the duration.

Jumzi (Ranger), Tarnished Coast

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Posted by: gkaare.8576

gkaare.8576

Today is the start of my first really open weekend. I’ve got 10 new bugs to test as well as some other reports. People have also been removing things from the wiki which I will need to verify as well. I’m shooting for a big update by Saturday afternoon.

Thank you for all the reports!

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Posted by: gkaare.8576

gkaare.8576

Okay. Updated the list. Here’s what is new:

General

  • Swapping to a kit while gathering causes the item you’re gathering to become ruined regardless of the gathering tool you use.
  • While operating any siege weaponry, if you change a kit on your utility bar, you will be locked into the siege weapon. No utilities will work and the only way to disengage from the siege weapon is to be knocked back/pushed by an enemy or by using Overcharged Shot.

Gadgets

  • Throw Mine will disappear if not detonated after about 60 seconds. Its outline also disappears. Detonate remains on the Engineer’s skill bar and does nothing when activated. The skill goes on full recharge when this happens.

Elite Skills

  • Supply Crate does not work with Runes that proc when you use an Elite skill (e.g.Superior Rune of the Monk or Superior Rune of Lyssa).
  • If you have Med Kit equipped when you use Elixir X, a floating Med Kit backpack will appear where you are standing but only if Elixir X gives you Tornado.

Traits

  • Deadly Mixture does not display increased damage on descriptions. It does increase the damage, however.

There are some things that I did not add to the list but they are in the discussion/talk page on the wiki.

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Posted by: gkaare.8576

gkaare.8576

Not really sure if I found a bug here… and not sure its a bug with the Engineer or another profession (or their abilities respectively. Thiefs Steal comes to mind.):

In WvW combat, it sometimes happens that, when I try to swap from a kit to my main weapon, I end up in Medkit (when it is selected to be my heal skill on the toolbar), and need several seconds until I can swap out of it again.
It is hard to tell because of the heat of the combat, but it could also be that I am able to swap into my previously equiped kit but not to my main weapon.

Pretty vague, sorry.
And could also be a problem with my mouse.

Just posting this in case somebody else experienced this problem; also posting because of this report:
https://forum-en.gw2archive.eu/forum/professions/engineer/Grenade-Kit-automatic-weapon-swap

It sounds like 2 separate issues. Med Kit is bugged right now and you can never swap out of it by pressing Med Kit. You have to either drop the bundle (` key) or swap to another kit.

As for that other guy’s post, I have never seen anything like that happen in my 600 hours of playing Engineer. I wish he could try to duplicate the issue. =/

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Posted by: gkaare.8576

gkaare.8576

gkaare I experienced the condition duration/elixir gun weakness bug again in another CoF run. It’s happening rather consistently for me. I understand how it may be difficult to reproduce (I think it may just be happening in dungeons), so I’m going to FRAPS and edit a video for youtube to help.

Looking forward to this video, by the way. I’m going to test this some more today.

Firing a projectile through the combo field does not remove a condition from you. It removes a condition from an ally that your projectile hits.

I FRAPS’d a video that says otherwise, though it’s 2 months old. In PvE I got a spider to apply a long poison, set down Super Elixir, then got inside it, then fired my 20% projectile through it. It took a few tries to get the condition removed before it expired, but it did work.

However I get the sense it doesn’t work as it should. On average 20% of the time it should remove the condition on the first shot. It never did, and most of the time it took more than 5 shots. Even with a 100% projectile (e.g. Rifle Turret’s toolbelt skill), the condition removal was inconsistent.

I tested the crap out of this and I found that you are absolutely correct. Even with a 100% projectile finisher, it doesn’t always remove a condition, though. I thought maybe distance from my target had something to do with it but that doesn’t appear to be the case either.

I was always under the impression that it wasn’t supposed to remove conditions from you so I wonder what the intention is.

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Posted by: NickDollahZ.5348

NickDollahZ.5348

Yea Light Field + physical projectile finisher removes conditions from the targets it passes through. So you have to get in the path of the physical projectile.

Not good that supply crate is bugged like that. It hasn’t always been the case. I remember using it at the start of open beta with superior rune of the monk.

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Posted by: gkaare.8576

gkaare.8576

Yea Light Field + physical projectile finisher removes conditions from the targets it passes through. So you have to get in the path of the physical projectile.

What I found is that you can remove conditions from yourself by using a Light Field and a physical projectile; the physical projectile does not have to pass through you. Eviator tried to tell me about it a month ago and I couldn’t reproduce it. I am now able to reproduce it consistently.

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Posted by: Rfreak.6591

Rfreak.6591

Sometimes, after triggering “self-regulating defenses”, if you activate elixir S (I think before the first effect ends) nothing happens, thus wasting your possible savior and gone on CD.

I noticed the same thing happens with Gear Shield (though you cast the entire animation WITHOUT the effect), pretty easy to reproduce.

I’m guessing the code they used to activate Elixir S completely resets all your statuses (either overwrites all previous actions) to default taking into account just the hps left.

(edited by Rfreak.6591)

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Posted by: Toad.7961

Toad.7961

Kit Refinement doesn’t seem to work with our Tool Kit… tried to trigger the effect (Box of Nails) at Lion’s Arch but I don’t see or hear anything… switched to Med Kit and Elixir Gun to make sure that the trait works fine with them.

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Posted by: Rfreak.6591

Rfreak.6591

@Toad.7961

It does work it just takes a couple seconds but you should be able to see the scattered nails slowly spawning around you, just without the that CLINK! animation and sound effect.

Anyway Magnetic Inversion seems to activate the blowback effect half the times, my guess is hitboxes and such, just like many other skills (the Personal Battering Ram) not reliably, has any1 else encountered the same error? same goes for Throw shield, doesn’t seem to stun moving targets correctly, also its projectile often collides on the surroundings (somewhat like throw wrench) canceling the boomerang effect.

Also… switching kits in general doesn’t cancel the previously-activated #1skill, this means flamethrower’s gonna last a while PREVENTING you from activating other skills (happens often) either auto-attack with the just switched weapon.

(edited by Rfreak.6591)

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Posted by: Volitle.4628

Volitle.4628

I use the healing turret simply for a fast, spammable heal, and I found a fairly significant bug. If you are fast enough with picking up the turret again, you won’t get the 25% reduction in cooldown. To reproduce efficiently, all you have to do is spam click infront of you when you hit the turret button. I’ve been able to do it several times in a row (it might be related to latency).

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Posted by: Marvingy.6327

Marvingy.6327

Protection Injection (Alchemy VI)

“Gain protection for 3 seconds whenever you are disabled. (stun, daze, knockdown, knockback, launch, float, sink, fear). This effect can trigger once every 5 seconds.
— In-game description”

This doesn’t trigger off skills that have self knockback/down or self launch.

  1. Overcharged Shot (Rifle skill)
  2. Rocket Boots (Gadget)

(The “knockback” on Overcharge may be considered a “Leap” like Acid Bomb, and Jump Shot, even though in the descriptor it states, “you fall backward…” and it’s even listed as a “Self KnockBack Distance: 300”)

I tried it in the Mists, both out of combat, and in combat. Did not try it in PvE.

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Posted by: themadguy.5796

themadguy.5796

So far from what I seen in these posts and playing one… Engineers need a total overhaul on their skills.

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Posted by: gkaare.8576

gkaare.8576

So far from what I seen in these posts and playing one… Engineers need a total overhaul on their skills.

If by overhaul, you mean complete redesign, I completely disagree. The class needs a lot of bug fixes. It also could use some help with weak traits/skills but the foundation for the class is in a wonderful and unique spot.

I’m perfectly content with the design, just not the buggy implementation.

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Posted by: gkaare.8576

gkaare.8576

Minor update for major bug. People had mentioned this to me before but I didn’t understand until today. Sorry about the delay.

New stuff is bolded:

  • Passive increased Tool Belt Recharge Rate doesn’t work at all with Mine Field (Throw Mine Tool Belt), doesn’t show the modified recharge on any Tool Belt skill descriptions, and doesn’t reduce the recharge of all other Tool Belt skills by the proper amount.
    • 30 points in Tools reduces recharge times by ~23% (Should be 30%)
    • 20 points in Tools reduces recharge times by ~16% (Should be 20%)
    • 10 points in Tools reduces recharge times by ~8-9% (Should be 10%)

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Posted by: Pelios.8014

Pelios.8014

Slick Shoes toolbelt skill does not double movement speed.It seems identical to swiftness @ 33%.

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

Elixir Gun cannot be dropped with the Swap Weapon key while in the air due to Acid Bomb. It must be dropped with the replacement skill for Elixir Gun.

Minor update for major bug. People had mentioned this to me before but I didn’t understand until today. Sorry about the delay.

New stuff is bolded:

  • Passive increased Tool Belt Recharge Rate doesn’t work at all with Mine Field (Throw Mine Tool Belt), doesn’t show the modified recharge on any Tool Belt skill descriptions, and doesn’t reduce the recharge of all other Tool Belt skills by the proper amount.
    • 30 points in Tools reduces recharge times by ~23% (Should be 30%)
    • 20 points in Tools reduces recharge times by ~16% (Should be 20%)
    • 10 points in Tools reduces recharge times by ~8-9% (Should be 10%)

This is not a bug. It increases the recharge rate, not reduce the recharge time.
1/1.3 = .77, or 23% less time.
1/1.2 = .83, or 17% less time.
1/1.1 = .91, or 9% less time.

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Posted by: gkaare.8576

gkaare.8576

Slick Shoes toolbelt skill does not double movement speed.It seems identical to swiftness @ 33%.

It actually is double speed. If you have Swiftness and then use Super Speed you should notice it. Also, in combat it is definitely noticeable. Just remember that your speed decreases by 25% when in combat.

Elixir Gun cannot be dropped with the Swap Weapon key while in the air due to Acid Bomb. It must be dropped with the replacement skill for Elixir Gun.

No kit or bundle can be dropped in the air by hitting weapon swap, you actually have to use the kit again. I did notice that if you try to drop Elixir Gun during Acid Bomb, it cancels the animation. But if you re-use the kit, it doesn’t cancel the animation and puts you back to your regular weapon.

So the bug is that weapon swapping during the Acid Bomb animation cancels it, correct?

Minor update for major bug. People had mentioned this to me before but I didn’t understand until today. Sorry about the delay.

New stuff is bolded:

  • Passive increased Tool Belt Recharge Rate doesn’t work at all with Mine Field (Throw Mine Tool Belt), doesn’t show the modified recharge on any Tool Belt skill descriptions, and doesn’t reduce the recharge of all other Tool Belt skills by the proper amount.
    • 30 points in Tools reduces recharge times by ~23% (Should be 30%)
    • 20 points in Tools reduces recharge times by ~16% (Should be 20%)
    • 10 points in Tools reduces recharge times by ~8-9% (Should be 10%)

This is not a bug. It increases the recharge rate, not reduce the recharge time.
1/1.3 = .77, or 23% less time.
1/1.2 = .83, or 17% less time.
1/1.1 = .91, or 9% less time.

I am dense. That makes perfect sense now. Thank you for catching that for me!

(edited by gkaare.8576)

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

Elixir Gun cannot be dropped with the Swap Weapon key while in the air due to Acid Bomb. It must be dropped with the replacement skill for Elixir Gun.

No kit or bundle can be dropped in the air by hitting weapon swap, you actually have to use the kit again. I did notice that if you try to drop Elixir Gun during Acid Bomb, it cancels the animation. But if you re-use the kit, it doesn’t cancel the animation and puts you back to your regular weapon.

So the bug is that weapon swapping during the Acid Bomb animation cancels it, correct?

Well, in the November 15 update kits were made so that they could be stowed in midair. One would think it would make sense, then, that using weapon swap to do so would also be included, which it is not. So really that’s more of a QoL thing for all kits, since it’s most likely easier to drop kits with weapon swap than hitting its keybind again. Acid Bomb is just the most obviously relevant one because of Acid Bomb → Net Shot or Glue Shot.
Huh, I never noticed that trying to use the drop button would stop the jump immediately. That might be useful. Still a bug, but potentially useful.

Also, while messing around with that to try to find some potential, I came across an interesting bug: if you swap to Grenade Kit with Kit Refinement while in midair from Acid Bomb you won’t throw the grenades until you land, and then you will throw them surrounding wherever you were in midair when you activated it, not on the ground around you where you land. However, as I have yet to successfully achieve this when queuing up a Grenade Barrage while in midair, I can only assume that queuing an action will cancel the Kit Refinement.

Engineer Bugs Compilation

in Engineer

Posted by: Pelios.8014

Pelios.8014

Tried the Norn shape-shifting elite Become the Snow Leopard and like supply drop,does not trigger the Rune of Lyssa proc.Don’t know if it works with the other Norn shape-shifting elites.

Engineer Bugs Compilation

in Engineer

Posted by: Mnemesis.8257

Mnemesis.8257

Possible Unmentioned Trait bug

Would just like to point out that the Explosives’ trait “Steel-Packed Powder” does not apply vulnerability to the explosions provided by “Explosive Shot”. This is either a textual error which does not explain Explosive Shot’s “explosion” as being different from any of the others, or it is a bug affecting these two skill’s synergy.

p.s.

It might be worth investigating whether or not “Explosive Powder” increases the damage of “Explosive Shot” as well. Hopefully this is merely a bug, as I feel changes to correct these interactions would provide more build variety with pistol sets.

p.p.s.

I do not believe the Explosive trait “Shrapnel” produces an extra 15% chance of inflicting bleed with “Explosive Shot” either.

(edited by Mnemesis.8257)