Engineer bugs compilation

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Posted by: Baron Alfred.2348

Baron Alfred.2348

Because of various reasons, I will now maintain the Engineer’s bug list on GW2 wiki:
http://wiki.guildwars2.com/wiki/List_of_Engineer_bugs

You can add on your own or if you don’t understand wiki syntax, just post here and someone will add it for you.

This thread is exclusively for bug reports. Suggestions and discussions should be posted at other threads.

Many of these bug reports come from the thread in bug report section

Weapon Skills

  • Blowtorch can only hit 3 targets at most.
  • Explosive Shot explodes at the end of its range instead of when hitting a target and will use all three procs of Incendiary Ammo in a single attack without applying all 3 Burning condition.
  • Pistol’s Blowtorch, Fumigate, Poison Dart Volley will often miss destructible objects.
  • Rifle’s Overcharged Shot doesn’t always remove Immobilized. And Overcharged Shot cooldown is sometimes used without any effects when the target moves out of range/reach of the attack.

Traits

Explosives

Firearms

  • Rifled Barrels not increasing Elixir Gun’s range while underwater
  • Coated Bullets allow to hit the same target multiple times under certain circumstances. (max range or when the shot is stopped by the environment) (unconfirmed)

Inventions

Alchemy

  • Passive increased boon duration doesn’t work with Elixir U, Elixir S and traits Invigorating Speed and Infused Precision. (unconfirmed)
  • Fast-Acting Elixirs doesn’t work with Elixir S (tooltip changed but CD stays at 60) or any tool belt elixir toss and Elixir Gun’s Acid Bomb and Super Elixir even though they are listed as elixirs.
  • Potent Elixirs doesn’t work with Elixir U and Elixir X, Toss Elixir B, Toss Elxir S Stability boon and Elixir Gun’s Acid Bomb and Super Elixir even though they are listed as elixirs; and increase boons duration on Elixir B by ~50% instead.
  • Cleaning Formula 409 effect occurs before Elixir C giving less boons than intended. (unconfirmed)
  • Automated Response doesn’t make you immune to already applied conditions. (unconfirmed)

Tools

  • Passive increased Tool Belt Recharge Rate doesn’t work with Mine Field (Throw Mine tool belt), doesn’t seem to give the full reduction on certain toolbelt skills and doesn’t show the modified cooldown on any tool belt skill tooltip.
  • Adrenaline Pump doesn’t work with any turrets toolbelt skills. (unconfirmed)
  • Speedy Gadgets doesn’t work with Throw Mine. (unconfirmed)
  • Kit Refinement sometimes randomly stops working and doesn’t work underwater with the Elixir Gun. (unconfirmed)
  • Deployable Turrets change the usual tool belt of Healing Turret (Regenerating Mist) by the normal non-throwable version of Healing Turret and doesn’t work with turrets unlocked after getting the trait outside of Hearth of the Mists. (unconfirmed)
  • Power Wrench increased recharge doesn’t work with Gear Shield and Magnet from Tool Kit. (unconfirmed)

(edited by Baron Alfred.2348)

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Posted by: Minilys.4765

Minilys.4765

Feel free to add anything.

General Bugs

  • Attributes and Sigils from equipped weapons aren’t applied when a Kit is used.
  • Sigils proccing on weapons swaps don’t work when swapping from a Kit.
  • Kits can’t be switched in mid-air.
  • Turrets will target already destroyed objects (carts, weapons racks, cannons, doors, walls, etc)
  • Equipped Kits sometimes unequip randomly.

Weapon Skills

  • Blowtorch can only hit 3 targets at most.
  • Explosive Shot explodes at the end of its range instead of when hitting a target and will use all three procs of Incendiary Ammo in a single attack without applying all 3 Burning condition.
  • Pistol’s Blowtorch, Fumigate, Poison Dart Volley will often miss destructible objects.

Utility Skills

  • Auto-attack settings are not kept when switching kits.
  • Activating auto-attack on any Stow Kit skill prevent the use of associated Kit.
  • Elixir B’s bool belt Toss Elixir B only gives one random boon instead of all four and Might gained that way only last 10 seconds.
  • Elixir C’s tool belt Toss Elixir C gives a random boon even when no condition is cured.
  • Elixir S switch out of any Kit, its tooltip doesn’t indicate it prevent the use of weapon skills and toolbelt but doesn’t prevent the use of Kits and their skills during its duration.
  • Elixir U only last 4 seconds instead of 5.
  • Grenade Kit’s tool belt Grenade Barrage doesn’t work underwater in PvE.
  • Healing Turret’s Regeneration on the engineer from dropping the turret (not the subsequent aoe regenerations from the turret) is a lot lower than intended.
  • Med Kit’s action button will sometimes not change to Stow Med Kit.
  • Mortar shots are sometimes delayed and cause shots to not fire even though the cooldown is used.
  • Rocket turret can’t be detonated underwater.
  • Skills sometime get locked in their “in use” animation on the skill bar (the pulsing over the button) which prevent changing the locked skill even after it’s off cooldown. (using a skill, either the locked one or another, seems to fix it)
  • Toss Elixir B, H, C, U, S and R have erroneous tooltips underwater.

Traits
General:
A lot of range and radius changes don’t update tooltips of affected skills properly. (I list a few of them below but almost every trait changing the range or radius of a utility skill doesn’t update the tooltip)

Explosive tree:

  • Forceful Explosives (III) doesn’t show the radius change on skill tooltips.
  • Accelerant-Packed Turrets (IX) explosions don’t trigger any explosion related traits. (I think it’s meant to work that way though)
  • Short Fuse (VIII) doesn’t work with grenade kit when Grenadier (XI) is also equipped.

Firearms tree:

  • Hair Trigger (VI) doesn’t work with Harpoon Gun’s Scatters Mines and Net Wall.
  • Coated Bullets (XII) allow to hit the same target multiple times under certain circumstances. (max range or when the shot is stopped by the environment)

Inventions tree:

  • Reinforced Shield (VII) doesn’t work with Static Shield when Throw Shield is used.
  • Elite Supplies (IX) doesn’t increase Mortar range.
  • Rifled Turret Barrels (XII) doesn’t increase Mortar Range even though it’s listed as a turret.

Alchemy tree:

  • Passive increased boon duration doesn’t work with Elixir U, Elixir S and traits Invigorating Speed and Infused Precision.
  • Fast-Acting Elixirs (II) doesn’t work with Elixir S or any tool belt elixir toss and Elixir Gun’s Acid Bomb and Super Elixir even though they are listed as elixirs.
  • Potent Elixirs (VIII) doesn’t work with Elixir U and Elixir X, Toss Elixir B, Toss Elxir S Stability boon and Elixir Gun’s Acid Bomb and Super Elixir even though they are listed as elixirs; and increase boons duration on Elixir B too much.
  • Cleaning Formula 409 (X) effect occurs before Elixir C giving less boons than intended.

Tools tree:

  • Passive increased Tool Belt Recharge Rate doesn’t work with Mine Field (Throw Mine tool belt), doesn’t seem to give the full reduction on certain toolbelt skills and doesn’t show the modified cooldown on any tool belt skill tooltip.
  • Adrenaline Pump (Adept Passive) doesn’t work with any turrets toolbelt skills.
  • Speedy Gadgets (III) doesn’t work with Throw Mine.
  • Kit Refinement (IV) sometimes randomly stops working and doesn’t work underwater with the Elixir Gun.
  • Deployable Turrets (V) change the usual tool belt of Healing Turret (Regenerating Mist) by the normal non-throwable version of Healing Turret and doesn’t work with turrets unlocked after getting the trait outside of Hearth of the Mists.
  • Power Wrench (VIII) increased recharge doesn’t work with Gear Shield and Magnet from Tool Kit.

Continued here: https://forum-en.gw2archive.eu/forum/support/bugs/Bug-list-Engineer/page/2

(edited by Minilys.4765)

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Posted by: Neb.5347

Neb.5347

Another bug you can add is

When using Kit Refinement in the Tools traits, the ability stops working randomly with the Elixir gun. It begins working again after you die and respawn.

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Posted by: Minilys.4765

Minilys.4765

Another bug you can add is

When using Kit Refinement in the Tools traits, the ability stops working randomly with the Elixir gun. It begins working again after you die and respawn.

You’re sure it’s not just the cooldown?

(edited by Minilys.4765)

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Posted by: Neb.5347

Neb.5347

Another bug you can add is

When using Kit Refinement in the Tools traits, the ability stops working randomly with the Elixir gun. It begins working again after you die and respawn.

You’re sure it’s not just the cooldown?

Yea. I’ve waited over a minute and thrown it down and it wouldn’t deploy. The CD is like 20 or so seconds.

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Posted by: Minilys.4765

Minilys.4765

Another bug you can add is

When using Kit Refinement in the Tools traits, the ability stops working randomly with the Elixir gun. It begins working again after you die and respawn.

You’re sure it’s not just the cooldown?

Yea. I’ve waited over a minute and thrown it down and it wouldn’t deploy. The CD is like 20 or so seconds.

Well, I already added it to the list anyway, it’s just that I haven’t been able to reproduce this bug. And yes, the cooldown is 20 seconds.

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Posted by: Amulrei.4973

Amulrei.4973

Elite Supplies also seems to do absolutely nothing when it comes to increasing the range of the Mortar.

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Posted by: Minilys.4765

Minilys.4765

Elite Supplies also seems to do absolutely nothing when it comes to increasing the range of the Mortar.

Tested and added, thanks.

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Posted by: Arcano.3214

Arcano.3214

You might want to add these three, the Jugggernaut perk bug really annoy me since we already pay a 50% selfcripple to have stability, yet I’m still getting crippled debuff is added and cripple animation triggers.

1. normal weapons and its sigils are not giving any stat when a kit is equiped.
2. Flame Blast will get “obstructed” almost every time if used in a target you just blew away with Air Blast, the idea of our combo is to blow them away then hit flame blast while they are at range for the explosion. I have tested it in different places it fails no matter my position. I know that there is absolutely nothing in the way since its an empty field. (note that it will get “obstructed” only if used right away after using Air blast, seems to bug when the npc is performing the animation of standing up after been knocked away)

3. Stability from the juggernaut perk seems to be broken, even though it says I cannot be cripple, chilled, knocked bacl, pushed, or launched. I’m still getting crippled, I see my character moving slower than usual and the animation for your crippled character.

(edited by Arcano.3214)

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Posted by: Quaffles.9462

Quaffles.9462

The juggernaut perk seems broken to me (XI weapons). In the trait it says “when wielding a flamethrower…” yet it is classified as a “boon” and the buff can be removed making the 30point talent a waste against any class that can remove boons…which is any class.

The perk is strictly defensive and you pay a hefty price yet any1 can remove that buff. Also, when they remove the buff I think you still continue to run at 50%. The only solution is to cycle out/in to immediately have the boon removed again.

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Posted by: Minilys.4765

Minilys.4765

You might want to add these three, the Jugggernaut perk bug really annoy me since we already pay a 50% selfcripple to have stability, yet I’m still getting crippled debuff is added and cripple animation triggers.

1. normal weapons and its sigils are not giving any stat when a kit is equiped.
2. Flame Blast will get “obstructed” almost every time if used in a target you just blew away with Air Blast, the idea of our combo is to blow them away then hit flame blast while they are at range for the explosion. I have tested it in different places it fails no matter my position. I know that there is absolutely nothing in the way since its an empty field. (note that it will get “obstructed” only if used right away after using Air blast, seems to bug when the npc is performing the animation of standing up after been knocked away)

3. Stability from the juggernaut perk seems to be broken, even though it says I cannot be cripple, chilled, knocked bacl, pushed, or launched. I’m still getting crippled, I see my character moving slower than usual and the animation for your crippled character.

1. I already noticed it and I’m not sure this is a bug but I’ll add it.
2. Added.
3. I’m not sure this is a bug either, from the Guild Wars 2 wiki Stability: Ignore control effects (stun, knockback, launch, knockdown, sink, float, fear, daze) and doesn’t list crippled in the effects ignored but I’ll add it as well.

(edited by Minilys.4765)

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Posted by: Arcano.3214

Arcano.3214

1. I already noticed it and I’m not sure this is a bug but I’ll add it.
2. Added.
3. I’m not sure this is a bug either, from the Guild Wars 2 wiki Stability: Ignore control effects and doesn’t list crippled in the effects ignored but I’ll add it as well.

Stability description from the spell tool tip ingame says it prevents chilled and cripple both slows.

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Posted by: Minilys.4765

Minilys.4765

The juggernaut perk seems broken to me (XI weapons). In the trait it says “when wielding a flamethrower…” yet it is classified as a “boon” and the buff can be removed making the 30point talent a waste against any class that can remove boons…which is any class.

The perk is strictly defensive and you pay a hefty price yet any1 can remove that buff. Also, when they remove the buff I think you still continue to run at 50%. The only solution is to cycle out/in to immediately have the boon removed again.

Added, thanks.

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Posted by: Minilys.4765

Minilys.4765

1. I already noticed it and I’m not sure this is a bug but I’ll add it.
2. Added.
3. I’m not sure this is a bug either, from the Guild Wars 2 wiki Stability: Ignore control effects and doesn’t list crippled in the effects ignored but I’ll add it as well.

Stability description from the spell tool tip ingame says it prevents chilled and cripple both slows.

Well the wiki hasn’t been updated regularly, added everything to the list as I said, thanks.

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Posted by: Kaboose.6093

Kaboose.6093

Not sure if this has already been reported somewhere, or if this is even WAD.

But when the Engineer uses Elixir S, they can switch to any weapon kits (bomb kit, flamethrower, etc…) and use the weapons whilst in the invulnerable state.

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Posted by: Minilys.4765

Minilys.4765

Not sure if this has already been reported somewhere, or if this is even WAD.

But when the Engineer uses Elixir S, they can switch to any weapon kits (bomb kit, flamethrower, etc…) and use the weapons whilst in the invulnerable state.

Added, thanks.

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Posted by: Minilys.4765

Minilys.4765

Added everything from this post to the list, feel free to tell if I missed something.

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Posted by: Spart.6578

Spart.6578

Healing Turret when picked up will bug out the regenerative effect, making it heal for 5. Not sure if this also happens with detonating it. Will test when i get the chance.

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Posted by: Minilys.4765

Minilys.4765

Healing Turret when picked up will bug out the regenerative effect, making it heal for 5. Not sure if this also happens with detonating it. Will test when i get the chance.

Tested it a bit and I think I found the problem, the regeneration boon applied on the engi when the turret is dropped is the one ticking for 5, you just don’t notice normally since the turret aoe regen is applied before the first tick from the self regeneration. I also noticed that the self regeneration ticking for 5 is applied after the aoe regen from the turret.

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Posted by: Cantrip.7234

Cantrip.7234

Rifled Turret Barrels does not increase the range of mortar. Mortar is listed in the tooltip as a Turret so it should increase the range.

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Posted by: Spart.6578

Spart.6578

Minilys – Then I suppose that could be not considered a bug then, although that begs the question as to why have the regen effect of 5 in the first place if the actual regen is gonna override it a second later? Just have the turret only apply its regenerative effect as soon as it’s placed would be better, but that’s for another topic.

Cantrip – Mortar has a range increase already, although bugged currently, via Elite Supplies Trait.

Also, I’ve noticed (back when I was using nades/bombs, the whole GTAoE everything I don’t really care for) that sometimes my kit would unequip it self for no apparent reason. I couldn’t really track down what would cause it and my drop bundle kit key is unbound, so i couldn’t be pressing that. I know it’s a rather vague report on that, but thought I would mention in case of someone else was experiencing it and could chime in.

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Posted by: Tidauron.5304

Tidauron.5304

Short Fuse does work, but it doesn’t work when you have the Grenadier trait equipped. Tested it with all other traits.

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Posted by: Xanatopsis.2137

Xanatopsis.2137

I really hope the developers take a look at this, I love my turrets but their viability is severely crippled by a few of these bugs.

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Posted by: Cantrip.7234

Cantrip.7234

Spart – I know it does but thats not really the point. Based on the description of both the Rifled Turret Barrel trait and Mortar skill the trait should increase the range of the Mortar as it is a turret. Either it doesn’t work properly or the descriptions need to be changed.

I have also noticed kits seeming to randomly drop.

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Posted by: Minilys.4765

Minilys.4765

Nice finds everyone, added everything to the list.

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Posted by: Minilys.4765

Minilys.4765

Minilys – Then I suppose that could be not considered a bug then, although that begs the question as to why have the regen effect of 5 in the first place if the actual regen is gonna override it a second later? Just have the turret only apply its regenerative effect as soon as it’s placed would be better, but that’s for another topic.

The value of the self regen is bugged, no questions here; but it looks like it was removed with one of today’s patch so maybe it was never meant to have a self regen on turret drop.

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Posted by: Tallman.5193

Tallman.5193

Thrown Elixirs don’t work on the point in the clocktower (with the exception of Elixir R).

If you throw Elixir S, U, C, H, or B on the point in clocktower, nothing will happen. Super Elixir and Elixir Gun Kit Refinement (creating super elixir) also does not work on point in the clocktower. This has been a huge issue for me since I run a defensive elixirs build, but I can’t defend a critical point in the final tournament map. Very frustrating.

Also, Elixir Gun Kit Refinement doesn’t work underwater. Bomb Kit kit refinement does, though, so it’s not just the trait. You can still fire Super Elixir once you have the EG equipped, but the kit refinement just doesn’t go off underwater.

Briggs – Wolf PvP-Tier Engineer, Champion Genius, Mercenary

Representing Legit Guild [LG] for life on Fort Aspenwood. Send me a tell in-game!

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Posted by: Vorsakan.8259

Vorsakan.8259

The Grenade Kit is throwing out 2 grenades for me – both on land and underwater – even though I’m only level 11 and in PvE.
It’s not a case of Grenadier still being ‘on’, as I’ve never taken this character to The Mists or WvW – a completely fresh new character.

Also; should the Grenade Kit have a tool belt skill underwater?
None is showing up.

UPDATE
2 Grenades is the norm now?! Gracious!
Sorry then, Minilys – not a bug, just a very happy surprise for me.

(edited by Vorsakan.8259)

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Posted by: Minilys.4765

Minilys.4765

Thrown Elixirs don’t work on the point in the clocktower (with the exception of Elixir R).

If you throw Elixir S, U, C, H, or B on the point in clocktower, nothing will happen. Super Elixir and Elixir Gun Kit Refinement (creating super elixir) also does not work on point in the clocktower. This has been a huge issue for me since I run a defensive elixirs build, but I can’t defend a critical point in the final tournament map. Very frustrating.

This might affect others classes too but could you give me the name of the map? I’m afraid I don’t pvp much. Added Kit Refinement not working underwater with Elixir Gun.

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Posted by: Minilys.4765

Minilys.4765

The Grenade Kit is throwing out 2 grenades for me – both on land and underwater – even though I’m only level 11 and in PvE.
It’s not a case of Grenadier still being ‘on’, as I’ve never taken this character to The Mists or WvW – a completely fresh new character.

Also; should the Grenade Kit have a tool belt skill underwater?
None is showing up.

I think you meant you throw 3 grenades without Grenadier, 2 is the normal number.
I also noticed Grenade Barrage can’t be used underwater in PvE but works in PvP, I’ll add it.

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Posted by: Cantrip.7234

Cantrip.7234

You might want to rename the one you put under Inventions as Rifled Turret Barrels since theres also Rifled Barrels under firearms which might be what you meant to put the pistol and explosive shot under.

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Posted by: praeclarus.6321

praeclarus.6321

Noticed a tooltip glitch when underwater, the thrown elixirs say that they have much higher durations than they actually do (Toss Elixir H has like, 30 second durations according to tooltip)

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Posted by: Minilys.4765

Minilys.4765

You might want to rename the one you put under Inventions as Rifled Turret Barrels since theres also Rifled Barrels under firearms which might be what you meant to put the pistol and explosive shot under.

Having two names so close is so very stupid. After a few test Rifled Barrels works exactly has the tooltip says with pistols while Rifled Turret Barrels doesn’t affect it at all as intended.

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Posted by: Minilys.4765

Minilys.4765

Noticed a tooltip glitch when underwater, the thrown elixirs say that they have much higher durations than they actually do (Toss Elixir H has like, 30 second durations according to tooltip)

I’ll check for every Toss Elixir underwater, looks like a lot of them have a wrong tooltip.

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Posted by: Elesmod.6790

Elesmod.6790

Are we listing typo errors too? If so, then there’s a typo in the tooltip of Shrapnel Mine (Charr); it says: “bleedD”

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Posted by: Hebee.8460

Hebee.8460

The utility skill “Hidden Pistol” seems to have a graphic issue. When I use it, the pistols are pointing directly upward even though the bullets are firing toward their target.

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Posted by: Minilys.4765

Minilys.4765

Are we listing typo errors too? If so, then there’s a typo in the tooltip of Shrapnel Mine (Charr); it says: “bleedD”

Sure but Shrapnel Mine is a Charr racial skill and doesn’t only affect engineers so I won’t add this one, sorry.

Hebee.8460

The utility skill “Hidden Pistol” seems to have a graphic issue. When I use it, the pistols are pointing directly upward even though the bullets are firing toward their target.

Hidden Pistol is also a Charr racial but I generally won’t list graphic bugs unless it’s somehow gamebreaking and specific to engineers.

(edited by Minilys.4765)

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Posted by: CHunterX.4083

CHunterX.4083

Toss Elixir B only gives one boon, and is listed to give all four (and as mentioned, Might’s duration is incorrect).

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Posted by: Minilys.4765

Minilys.4765

Toss Elixir B only gives one boon, and is listed to give all four (and as mentioned, Might’s duration is incorrect).

Changed, thanks.

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Posted by: Cryhs.7964

Cryhs.7964

Thank you very much for list, as these bugs have been getting increasingly frustrating haha. I dont remember if i saw on your list, but the trait that turns turrets to ground targetting spells only works for certain turrets. But that trait works fine in Heart of the Mists, theres some kind of bug outside of HotM that makes this happen.

(edited by Cryhs.7964)

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Posted by: Salsajoe.1908

Salsajoe.1908

One thing that bugs me, it is not a bug, but it just looks sloppy.

Using the rifle results in you getting a hip shot, all of the abilities are hipshots it just looks unprofessional. While all of the other classes (at least most of them) get a nice aimed shot. I would love for the engineer to have an aimed shot. Even tried the ghostbore rifle, which gave me a nice aimed shot, and a rifle bash.

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Posted by: Minilys.4765

Minilys.4765

Thank you very much for list, as these bugs have been getting increasingly frustrating haha. I dont remember if i saw on your list, but the trait that turns turrets to ground targetting spells only works for certain turrets. But that trait works fine in Heart of the Mists, theres some kind of bug outside of HoM that makes this happen.

Yes, the bug with deployable turrets is already on the list.

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Posted by: Minilys.4765

Minilys.4765

One thing that bugs me, it is not a bug, but it just looks sloppy.

Using the rifle results in you getting a hip shot, all of the abilities are hipshots it just looks unprofessional. While all of the other classes (at least most of them) get a nice aimed shot. I would love for the engineer to have an aimed shot. Even tried the ghostbore rifle, which gave me a nice aimed shot, and a rifle bash.

Well yeah, that’s not a bug and since the moderators seem eager to lock feedback posts, I’ll stick to bugs. Anyway, engineers aren’t all that great with their base weapons, often needing to be close to their target to get full effect, which is probably why we get Kits.

(edited by Minilys.4765)

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Posted by: Grizor.6543

Grizor.6543

One thing that bugs me, it is not a bug, but it just looks sloppy.

Using the rifle results in you getting a hip shot, all of the abilities are hipshots it just looks unprofessional. While all of the other classes (at least most of them) get a nice aimed shot. I would love for the engineer to have an aimed shot. Even tried the ghostbore rifle, which gave me a nice aimed shot, and a rifle bash.

Play a warrior then, this is not a “things i dont like about the engineer” thread.

Grizor – Charr Engineer – Gandara

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Posted by: Tidauron.5304

Tidauron.5304

Short fuse works with bomb kit when grenadier is equipped. Only grenade kit with short fuse and grenadier don’t work.

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Posted by: RuQu.8394

RuQu.8394

Flamethrower has serious issues with missing targets at slightly different elevations. It appears to work on stairs (Ascalonian ruins in Ashford Plain), but it fails reliably (heh) many other places. For repeatability, in Queensdale, pass by the water treatment area to a grassy ramp with bandits. There is also an area near the Centaur Skill Challenge point, at the ettin Renown Heart (Queensdale), where the terrain is lots of small bumps, not even knee high. It is almost impossible to hit the spiders and ettins there with the flamethrower.

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Posted by: Minilys.4765

Minilys.4765

Short fuse works with bomb kit when grenadier is equipped. Only grenade kit with short fuse and grenadier don’t work.

Changed, thanks.

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Posted by: Minilys.4765

Minilys.4765

Flamethrower has serious issues with missing targets at slightly different elevations. It appears to work on stairs (Ascalonian ruins in Ashford Plain), but it fails reliably (heh) many other places. For repeatability, in Queensdale, pass by the water treatment area to a grassy ramp with bandits. There is also an area near the Centaur Skill Challenge point, at the ettin Renown Heart (Queensdale), where the terrain is lots of small bumps, not even knee high. It is almost impossible to hit the spiders and ettins there with the flamethrower.

The problem might be that the flamethrower’s “hitbox” is close to the ground which is probably why even slight bumps make it miss. Well, the flamethrower has a lot of targetting issues overall, if you guys find others cases where the flamethrower reliably fails just tell and I’ll add it. (Already added the Air blast+Flame blast obstruction problem)

(edited by Minilys.4765)

Engineer bugs compilation

in Engineer

Posted by: Minilys.4765

Minilys.4765

Added the sigil swap bug from this post, thanks.

Engineer bugs compilation

in Engineer

Posted by: BlindedPeace.8736

BlindedPeace.8736

Very nicely done on compiling this list. Hopefully, A-Net will notice how extensive this list is and make the class playable again.

About the “Deployable Turrets” Trait bug (Tools line, Trait #5), It only applies to my healing turret, though I have all turrets except mortar and rocket turrets. I poked around a bit, and the trait only seems to apply to healing turret and turrets you buy after you purchase the trait.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”