(edited by Ambrecombe.4398)
GG : Turret Engineer still Broken
As I stated in another thread, when it comes to targeting and issues with related to that with us, as players using AoEs.
Honestly, I can see how it can be an issue, but no matter how you slice it, its hard to expect even the best AI to function in a case where your AoEing.
The best solution I can think of it to have turrets attack “called targets” by attacking the ones I call in group with that puts the icon over the targets head.
https://www.youtube.com/watch?v=6q3em9s5I4c
Just some clarifications and additions:
For the AoE targeting, it seems it will priortize the LAST target hit in an AoE or ‘chained’ attack (Static Discharge’s last hit enemy, for example, or for more clarification, it bounces 2 times. The 3rd hit will be the priority for turrets). Expect the furthest target away from the AoE to be the priority.
The damage numbers for the turrets are incorrect for pretty much…all of them… in tooltip only. Note that the actual damage they do is still the same.
Rocket Turret is the one that had its damage changed. While it no longer applies burning, it is doing about 1,400+ damage per shot.
Rocket Turret’s Toolbelt got a huge buff and nerf. The damage is significantly higher (Pretty much the same as Big ’Ol Bomb now, my critical hits with it can go up to 4k+), the range is 1,500, the radius is 240 (still the same), hits multiple targets now (used to only hit one target only). The catch? The arc is the same as the overcharge of Rocket Turret, same with the traveling speed of the rocket. Its also ground targeted now, so no more fire and forget.
Again with the health on turrets: Immune to conditions, can be placed out of reach of enemies making it take 0 from melee mobs forever > 71% more health
Turret Size… a bit hard to tell. I’ve had a guardian do whirling wrath right in the middle of supply crate and not hit all my turrets for the first time ever (flame turret was out of reach!). Needs testing.
I know we get in ruts of simply discussing the issues, but if the numbers on the tool tips are off, lets all remember to “/bug” them to get reports on such issues flooding it.
https://www.youtube.com/watch?v=6q3em9s5I4c
…I want to give them the benefit of the doubt, but honestly, I can’t really…
Look, just tell me if there’s any new Turret bugs.
…I want to give them the benefit of the doubt, but honestly, I can’t really…
Look, just tell me if there’s any new Turret bugs.
As far as it goes with the list here, haven’t discovered any.
Also confirmed how AoE targeting works. Last target hit (literally, meaning farthest enemy away from center of AoE) will be the turret priority target.
any changes on how turrets act when your last target stealths?
Team GASM
The thing that annoys me is that Anet clearly didn’t think this through with turret targeting.
I have trouble naming just one skill where this can’t go wrong. The only two that comes to mind are overcharged shot and Tranquilizer art. Otherwise, every pistol skill, every shield skill, nearly every rifle skill, all grenades, bomb kit, tool kit, flamethrower, nearly every elixir gun, and pretty much all of the damaging utilities would cause this to bug out.
I suppose this is a welcome change for the turret engineer who spams tranquilizer dart. But for everyone else, it is sheer nonsense.
Saw this when I checked out the turrets but there is a discrepancy with the tool tips for net turret. I’m not good at explaining but when you hover the cursor over the skill when it’s on your bar the tool tip says the fire rate is 10 seconds. However when you hover the cursor over the icon to select the skill it says the fire rate is 13 seconds.
Welp, guess that tells us where the fire rate bugs are supposed to be from.
nevermind both tool tips agree, must have been a one time bug. Although the duration for the net turret over charge is still 10 seconds wtf
I realy wish right now A-net could put an end to our misery, but I guess I’ll have to upload slow as hell fraps video on youtube again…