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(edited by Chaith.8256)
When using the Engineer Rifle in close proximity to the target, some notable skills simply just go all wonky, and misfire.
When the Engineer is standing still, the Overcharged Shot and Net Shot cause the Engineer to auto-face the target.
However, often the Overcharge will simply go on a 4 second cooldown for no explainable reason when the Engineer is properly facing the target.
It’s seriously rage inducing, and an age old issue. Also a huge reason why notable Engineers like Teldo refused to play Rifle. Skill fizzling.
Would anyone else acknowledge this issue, in hopes for a fix to the Rifle’s targeting logic?
Edit: Something along the lines of removing the ability for Net Shot and Overcharged Shot unable to be cancelled (must fire when activated) would be a huge improvement. I’m not even sure how cancelling instant abilities came to be, anyhow.
(edited by Chaith.8256)
Jesus dude i have died so many times to these problems, its even more annoying since overcharged shot is kittening amazing for breaking immob and countering people in a 1v1 or similar situations and its just like hey let me just put that on cd for you so you have time to figure out how to get outta this immob.
When the Engineer is standing still, the Overcharged Shot and Net Shot cause the Engineer to auto-face the target.
Only if Autotargeting is turned on.
When the Engineer is standing still, the Overcharged Shot and Net Shot cause the Engineer to auto-face the target.
Only if Autotargeting is turned on.
i have it turned off and it happens to me
When the Engineer is standing still, the Overcharged Shot and Net Shot cause the Engineer to auto-face the target.
Only if Autotargeting is turned on.
Yeah dude, you’re not right about that. It’s nothing to do with the Autotargeting feature. it’s a facing problem. And the fact that Overcharged Shot auto-faces when standing still, thats a huge plus because if you aren’t standing still, it fizzles SO MUCH if the enemy is not directly in front of you.
Just tested it and I noticed what you guys mean. My bad.
When the Engineer is standing still, the Overcharged Shot and Net Shot cause the Engineer to auto-face the target.
Only if Autotargeting is turned on.
it isnt autotargeting that causes this
its having a target selected
edit: ninja’d ^
if you are holding a movement key when you push 2/4, the target must be in your frontal arc in order for the skill to fire. if your target is not in your frontal arc, you self interrupt.
this actually does also happen with skills that have a cast time, such as rifle 3 and magnet, but 3 doesnt behave so poorly and you can toy around with magnet enough to make undesirable behavior skillful, since it is long range, in a kit (drop weapon), and highly telegraphed (feint for dodges)… but magnet will still autocancel if your target isnt in your frontal arc and fail if there isnt enough error introduced by lag when your opponent blinks/shadowsteps behind you.
i dont like the functionality either. not sure what we can do about it though, since it isnt particularly exploitative or glitchy.
Dont mark the enemy then it works. It’s when you walk behind the target during the chargetime of the skill.
if you dont select a target then camera-aim targeting makes it almost impossible to hit an enemy not in melee
If you want something to be done about it, there needs to be a reproducable way to have it happen. Otherwise, it could be chalked up to lag or just a misunderstanding. Not to mention a bug like that would be a nightmare to find/fix with so little info to go on.
if you dont select a target then camera-aim targeting makes it almost impossible to hit an enemy not in melee
Yea … but isn’t the problem anyway in melee? ö.ö
if you dont select a target then camera-aim targeting makes it almost impossible to hit an enemy not in melee
Yea … but isn’t the problem anyway in melee? ö.ö
no, the problem is in the frontal arc or not… melee range just allows an enemy to move between your frontal and rear arcs with less movement
for example, people dont usually blink onto me, they blink behind me in the hopes that theyll be out of my field of view for a second
If you want something to be done about it, there needs to be a reproducable way to have it happen. Otherwise, it could be chalked up to lag or just a misunderstanding. Not to mention a bug like that would be a nightmare to find/fix with so little info to go on.
it is reproducible, walk away from your target and push 2, 3, or 4 on rifle while holding a movement key. we dont like the self interrupt functionality, which is put there to keep the skill from going on full cd for a “guaranteed” failure. it isnt a glitch, its working as intended… it just kinda sucks.
I definitely get this issue. Its horrible to see Net Shot and Blunderbass misses 30% of the times for no explainable reason considering how important those skills are.
Please fix soon Anet!
I definitely get this issue. Its horrible to see Net Shot and Blunderbass misses 30% of the times for no explainable reason considering how important those skills are.
Please fix soon Anet!
I think the worst part is that 30% is after carefully planning it so it doesn’t fail.
If you want something to be done about it, there needs to be a reproducable way to have it happen. Otherwise, it could be chalked up to lag or just a misunderstanding. Not to mention a bug like that would be a nightmare to find/fix with so little info to go on.
it is reproducible, walk away from your target and push 2, 3, or 4 on rifle while holding a movement key. we dont like the self interrupt functionality, which is put there to keep the skill from going on full cd for a “guaranteed” failure. it isnt a glitch, its working as intended… it just kinda sucks.
I just tried this on a golem. I held “S” and hit 2, 3 and 4. They all worked fine.
If you’re talking about walking away from a target, of course it will fizzle. You aren’t facing them.
Like I said, there needs to be a clear reproducable way to do this or nothing will change. Personally, I use rifle for all engi builds and I never notice this. Any time it goes on that recharge I know I wasn’t facing the right way or I accidentally hit a movement key. Just hit S to stop moving completely and then hit the skill you want.
(edited by The Gates Assassin.9827)
If you’re talking about walking away from a target, of course it will fizzle. You aren’t facing them.
thats exactly what this thread is about. too easy to fizzle.
If you’re talking about walking away from a target, of course it will fizzle. You aren’t facing them.
thats exactly what this thread is about. too easy to fizzle.
It’s more about the frontal cone being too fickle at close range. You think you’re facing a guy, but if he’s like, 10 or 2 o’clock instead of 12 o’clock, the facing is incorrect.
In reality, anything between 9 and 3 o’clock should be proper frontal facing.
It’s almost like the Engineer’s field of vision is starting at the tip of the Engineer’s Rifle, as opposed to the middle of the Engineer hitbox.
You think you’re facing an enemy properly.. the enemy is in front of you, but your Rifle can’t see it, basically.
A bit of a more gracious field of vision for the facing requirements would be ideal.
If you’re talking about walking away from a target, of course it will fizzle. You aren’t facing them.
thats exactly what this thread is about. too easy to fizzle.
So you’re upset that guns don’t shoot backwards?
If you’re talking about walking away from a target, of course it will fizzle. You aren’t facing them.
thats exactly what this thread is about. too easy to fizzle.
So you’re upset that guns don’t shoot backwards?
Yeah, no, he misspoke there.
If you’re talking about walking away from a target, of course it will fizzle. You aren’t facing them.
thats exactly what this thread is about. too easy to fizzle.
It’s more about the frontal cone being too fickle at close range. You think you’re facing a guy, but if he’s like, 10 or 2 o’clock instead of 12 o’clock, the facing is incorrect.
In reality, anything between 9 and 3 o’clock should be proper frontal facing.
It’s almost like the Engineer’s field of vision is starting at the tip of the Engineer’s Rifle, as opposed to the middle of the Engineer hitbox.
You think you’re facing an enemy properly.. the enemy is in front of you, but your Rifle can’t see it, basically.
A bit of a more gracious field of vision for the facing requirements would be ideal.
Now that’s an explanation. I can’t say I run into this that often, but I can understand how it could occur.
That said, it’s a rifle, not a sword. it shouldn’t be able to hit people to the left of you, only in front. I mean, if there’s evidence that there are some edge angles where it’s looks like it should have gone through but didn’t, that’s a different story, but conal firing sounds about right to me.
I definitely have had rifle skills fail to go off when everything seemed to be in order. However, to test it a little bit, I ran perpendicular to golems and was able to get overcharged shots off when they were at my 9 or 3 (within melee range). So, not to discredit the thread, but it might be a latency issue?
I definitely have had rifle skills fail to go off when everything seemed to be in order. However, to test it a little bit, I ran perpendicular to golems and was able to get overcharged shots off when they were at my 9 or 3 (within melee range). So, not to discredit the thread, but it might be a latency issue?
I think the magic ingredient is another moving player and just a dash of client-server disagreement.
Also, for some reason, after using Healing Turret and blowing people away with Accellerant Packed Turrets, when I’m quickly facing (they’re at my 11 or 12), standing still, and attempting to Overcharged Shot, this sequence of events cancels my overcharge shot 33-50% of the time in the heat of battle.
Good thing I don’t have high blood pressure, because missing that one moment you have to lock a thief down of the rolly-pollie type, and having to bait 8 more dodge rolls is very tiresome. Haha.
I don’t have much experience with the Accelerant trait, but I did post something awhile back about Static Discharge being treated as a completely separate, additional skill press. This throws off any sort of skill queue chain you might have going.
I have this happen to me all the time. I have to stop moving and have overcharge shot be the only thing pressed or else it might fizzle if they aren’t directly in front of me.
I do find using Accelerant-Packed Turrets before a Rifle skill very helpful personally. I personally try to not use 2/3/4 without blowing a turret up first or using FT 3 to knock them out of my face.
It’s something I shouldn’t really have to do though.
p.s: Just wanted to say Chaith’s diagram is awesome.
http://www.twitch.tv/chaithh/c/5470129
After watching this clip like, 60 times, it’s pretty clear that it’s usually a simple matter of the servers being slow to update the Engineer’s new facing when in high movement situations.
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