Engineer Kits Auto attacks - Fixed!!
A good QoL change.
Lets hope they don’t think that they’ve now fixed kits, since kits still need a lot of significant fixes.
Now we need sigils but is a great improve.
(edited by GonzoNeo.4965)
Sigils on kits would be completely OP to be honest, we could use some form but it would have to be very carefully balanced.
We have potentially 4 kits to swap to, and our weapon. All of this with virtually no delay as well unlike the regular weapon swap. This alone makes up for a lack of sigils in my opinion.
Almost true.
What I noticed is that I still had to set an autoattack, but it remembered the auto attack set once I swapped out of and back into my kits. So that’s good
And as far as sigils are concerned: I’d just like it if either a) I could keep my main weapon sigil active OR b) I would get credit for swapping to and from a kit.
Sigils that trigger on switch to weapon are useless for us since we do not get that effect to proc, even though we lose the current sigil if we swap to a weapon kit. IMHO that’s wrong. Give us one, or the other.
But yeah, playing my engineer is now a ton more fun because it works the way it should! Now I just need to get OUT of the habit of CTRL-Clicking my #1 skill on my flamethrower and DISABLING autoattack :p
Cant tell if its funny or sad that the community is so overwhelmingly happy over such a minor change.
Great, now do the same for every flipping environmental weapon in the game or they are still all useless.
Not totally fixed per se. I mean, the Mine Kit is quite a bit wonky – works as long as mines hit. As soon as they stop hitting, autoattack turns off.
I sort of get why they made it this way – if I target someone in 1200 range and press autoattack and my char starts dropping mines, what good does it do? But I think range needs to be a bit more to compensate for kiting and so on.
Close, very close, but still no cigar.
Sigils on kits would be completely OP to be honest, we could use some form but it would have to be very carefully balanced.
We have potentially 4 kits to swap to, and our weapon. All of this with virtually no delay as well unlike the regular weapon swap. This alone makes up for a lack of sigils in my opinion.
Good point, though I could have sworn most sigils have an internal cooldown anyway to prevent that sort of thing. We still need weapon stats though.
Anet already said they want to or are working on weapon stats and sigils effecting kits iirc. Can we stop with the possibility being OP nonsense?
Has Anet actually said for sure that they’re working on adding Stats/Sigils to kits? Not that I don’t believe, I’d just like to see it myself. That would be great news indeed.
In the meantime, thanks for huge fix, Anet!
Did they do this to grenades?
autoattack? probably not gonna happen as long as its an area targeted ability.
Hmm, still no grenade auto attack, and bombs autoattack is still broken, it says it’s enabled but it doesn’t auto attack. Looking at flamethrower that’s not auto attacking either. It might be user error, am I doing something wrong? I have auto attack enabled as viewed in the tooltip when I mouse over ability 1, but when I hit 1 it just fires the weapon once until I press 1 again.
bombs attack works. you just need to be in range for bombs. rifle and other weapons work the same way. they wont auto attack if you are out of range.
All auto attacks stop if you are out of range. So the bombs are not exactly broken, but to use them properly you are kiting and you get out of range.
Ahh makes sense, let me try some mobs then.
Edit: Woot, works nicely for bomb kiting, no more sore finger. I still hope they add grenade kit in the future though, but I’ll take this.
autoattack? probably not gonna happen as long as its an area targeted ability.
I’m agreeing with this. I just can’t image how it will work since grenades don’t require a target. When do auto attacking begin? When does it stop?
Underwater maybe, but not on land.
as far as i am aware, it works underwarter allready.
I’m so glad this change is in already. It was the most annoying thing about playing an engineer. I don’t really know what they were thinking, not having it that way in the first place.
autoattack? probably not gonna happen as long as its an area targeted ability.
Agree cant have it auto attack while its ground targetted.
only solution would be to take away ground target for skill 1 and have it work just like other thrown weapons but this seems like it could have miss issues.
Hmm, still no grenade auto attack, and bombs autoattack is still broken, it says it’s enabled but it doesn’t auto attack. Looking at flamethrower that’s not auto attacking either. It might be user error, am I doing something wrong? I have auto attack enabled as viewed in the tooltip when I mouse over ability 1, but when I hit 1 it just fires the weapon once until I press 1 again.
Autoattack stops when attacks don’t land. This means OOR FT and unexploded mines will stop autoattacking. This is true for normal weapons too, just the peculiarities of those two kits make the mechanic more obvious.
Tested both and they work fine within those constraints.
I was looking forward to the FT autoattack, but given you practically HAVE TO be at max range, I find I can’t rely on it and still find myself pressing 1 regularly or setting the macro key to autopress (depending on what keyboard I use).
Grenades, as pointed out, can’t autoattack as they are ground targeted, and target AoE on cursor is a client option, so it can’t be required to be on to trigger autofire, and if it was always on you would get this constant AoE reticule up (which admittedly might be cool as you could autofire and click your grenade pathing).
Macro/autofire capable keyboard still a must for engi in my case.
Sigils, with an ICD for balance reasons on swappy ones, and weapon stats coming through are second to next on my list, #2 FT obstruction issues are my top one, when a blade of grass while shooting downhill literally wastes you a cast and still triggers the CD much pain and rage ensues.
nadge kit still not fixed.
nadge kit still not fixed.
You mean the grenade kit?
It is working as intended. It is a ground targeted AoE and those cannot be put on autoattack. No profession and no ground targeted AoE can be set to autoattack. This is not broken.