Gyro AI is unacceptably bad

Gyro AI is unacceptably bad

in Engineer

Posted by: Wander.5780

Wander.5780

How could Anet so badly screw up the one feature for Scrapper that makes them stand out? the gyro AI is awful… stealth gyro doesn’t keep up which leads to stealth breaking after 3-5 seconds every use, it gets clipped on terrain and will not fly with you while gliding. Purge gyro has the same issue in combat. Blast gyro is effing worthless, and shredder gyro’s damage does not scale well enough. The only gyro I’ve found even remotely useful are the medic gyro, which I spend 50% of the time swapping out for healing sentry.

Anyone else kittened off about this when in the meantime we have classes like Revenant/Herald that seems to have gotten the majority of the attention in class tuning/development?

Gyro AI is unacceptably bad

in Engineer

Posted by: JoshuaRAWR.4653

JoshuaRAWR.4653

They’re a gimmick, should’ve just slapped the fields on the Engineer and had them as “gadgets” or something.

I really don’t want AI introduced into this game in future elite specs because guild wars 2’s AI is just sloppy.

Warrior 80 | Guardian 80 | Ranger 80 | Engineer 80 |
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA

Gyro AI is unacceptably bad

in Engineer

Posted by: Wander.5780

Wander.5780

If the gyros are a gimmick how is that acceptable given the attention other classes like Mesmer/Chrono and Rev/Herald have gotten? its really frustrating playing this game hoping the xpac would make the Engineer class interesting again… I was really excited to use the gyros and now I feel like I shouldn’t be using them at all.

Gyro AI is unacceptably bad

in Engineer

Posted by: Ragnarox.9601

Ragnarox.9601

Because gyros are not flying they are walking behind you in stealth but you can see its projection in the air. Its like holding the baloons xD

Gyro AI is unacceptably bad

in Engineer

Posted by: Wander.5780

Wander.5780

Does anyone believe that they actually playtested the gyro’s extensively before launch of HoT? this seems like they didnt do any playtesting and just launched the specialization with the rest hoping to fix it later… It’s looking suspect now that they decided to withhold any information on Scrapper until 2 weeks before launch.

Gyro AI is unacceptably bad

in Engineer

Posted by: Xyonon.3987

Xyonon.3987

I agree they are flawed, but obviously you hate them and don’t want to give them a chance. You don’t want to learn how to use them. If you understand them you can use them, they aren’t so bad as you state it.

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

Gyro AI is unacceptably bad

in Engineer

Posted by: Druitt.7629

Druitt.7629

It took three years for ANet to mostly fix Necro pets. An entire major build, the Minion Master, was thus handicapped for years. So it’s not surprising that gyros also have issues. And Engineers are not unique.

Not to mention that Necros pretty much have to take Reaper — admittedly a great choice — in order to work around all kinds of things that don’t work well in the base class. You can ignore Scrapper and still be a viable Engineer. You can take Scrapper and ignore gyros and still be a viable engineer.

Revenants have such big problems that ANet threw them weapon swapping — they were originally to be the heavy-armor profession without weapon swap, joining Elementalists and Engineers — at the last minute. And at release, two of their four stances don’t work underwater. And if you reset to the two stances that do work underwater, while you’re underwater, they don’t reset back to the previous stances on land. Yeah, they’re pretty broken, too.

All that to say, ANet has a lot of work to do yet, in all professions. There’s enough brokenness to go around. (I say that as someone that mains a Reaper, but my Engineer is a runner-up.)

One tip on the stealth gyro: after you fire it off, stay in it for a couple of ticks — i.e. only move to the edge of the area of effect. I believe the ticks are every 3 seconds, but they last for 4 seconds, so you can buffer things a bit to minimize reveals later. Can’t get on to test it now, but I think so.