New rocket turret toolbelt.
Hmm. Sounds interesting, I’ll have to try it out.
Ondocumented change makes me leery, though. Might have been a mistake and would be changed back, since it sounds like it now acts exactly like the Rocket Turret overcharge.
I have no idea what the ‘new rocket turret toolbelt’ is supposed to do, or to be, but I wouldn’t advise getting used to it; we have 22 Turret bugs, one more would be expected at this point.
It is very much documented. It is the Throw Napalm skill that the patch notes mentions.
Throw Napalm is the Flame Turret Toolbelt, not the Rocket Turret Toolbelt.
All i see that changed with the rocket turret is that it GTAoE now. I am reasonably certain it was player/mob targeted before.
https://www.youtube.com/watch?v=6q3em9s5I4c
Yeah, it used to be a targeted skill. If they made it into a GTAoE, that’s definitely an undocumented change.
Throw Napalm is the Flame Turret Toolbelt, not the Rocket Turret Toolbelt.
Mea culpa. Shows how little i bother with turrets…
It’s GTAOE and like others have mentioned it flies in the same trajectory as the Rocket Turret overcharge shots. In other words, you’ll never hit anything that is moving with it.
Oh but it has 1500 range (as if you could even hit something at half that)!
Jade Quarry
loving it in wvw
loving it in wvw
How are you using it? I don’t see how this is good when you have an eternity to dodge it. I’d love to learn something.
Jade Quarry
I like how it work right now, but it is completely broken underwater!
Hmm, I guess for this skill to work, you’re not suppose to use it on any moving object, but instead target a specific spot that you’re gonna enter soon early on.
It would be nice if they can add a little side effect though, like 1s stun, or 1s immoblize, or maybe 3s confusion~ then it might has some tactical use.
Btw. the change of the Rocket Turret Toolbelt is a serious slap in the face for SD Builds … just tested it out. The Damage is still the same nothing changed aside from making it harder to target and that SD not really reliable anymore.
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(edited by imaginary.6241)
Crappy Toolbelt … what? It was auto-target, had a ok cooldown, did great damage itself and on top of that allowed for double the SD with Destroy Turret.
Yes, the second one was unreliable as well, but I managed to land it most of the time. In addition to that I was using it with Accelerant Packed Turrets for the additional Knockback. There ‘s a guide on this forum, to bad you can’t seem to use it to it ’s former glory. It was quite fun.
Edit:
Seems like Destroying Turrets triggers it like before. I can live with the rest …
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(edited by imaginary.6241)
Damage is the same? Why are we seeing reports of 5k hits? I confess I never used it much but I’m fairly sure it never did that much before right?
Jade Quarry
No, it didn’t do this much damage; damage got buffed quite a bit as in it’s like x2 damage now.
loving it in wvw
How are you using it? I don’t see how this is good when you have an eternity to dodge it. I’d love to learn something.
In WvW it’ll arc over walls and gates and hit inside. It’s probably good for close range too, or hitting people on walls hanging at the back of them if you want farther range.
Only tested it in sPvP. Dunno about PvE / WvW … got like ~3k Hits. Didn’t feel that much of a difference there. Still it hits pretty unreliable as the projectile is so slow now (and i had some odd cases with it flying off in the air and hitting something inbetween. Could have been me thought. What does it matter if it theoretically does twice the damage when it doesn’t do it reliable for both the projectile and the SD. Could be ok for Zerking / Close Combat in WvW and PvE thought just not anymore for duelling aside from some exotic combinations I didn’t work out yet …
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(edited by imaginary.6241)
In WvW it’ll arc over walls and gates and hit inside. It’s probably good for close range too, or hitting people on walls hanging at the back of them if you want farther range.
This is what I was afraid of. Sounds like it’s been relegated to pinging at people on walls, whom you’re not likely to kill or do any meaningful damage to anyways.
Jade Quarry
Btw. the change of the Rocket Turret Toolbelt is a serious slap in the face for SD Builds … just tested it out. The Damage is still the same nothing changed aside from making it harder to target and that SD not really reliable anymore.
And destroying Turrets doesn’t trigger SD anymore. WTF?!?!?!?!?!!!!!!!!!
Uh, two questions:
1. Why were you using a crappy toolbelt like the old rocket turret toolbelt in an SD build?
2. How were you hitting things with the destruction-procced SD?
If you aim your invisible reticle manually, non targeted toolbelt abilities will fire where you’re aiming.
Im loving the new damage but they should have left it auto target with the same effect like a homing missile so far ive had it crit about 13k not to shabby
dont change new rocket toolbelt
full zerker net turret rocket turret and elixir s……….your welcome
Im loving the new damage but they should have left it auto target with the same effect like a homing missile so far ive had it crit about 13k not to shabby
Should’ve made it a slow homing projectile.
Something like Gyrocopter from DotA.
It would be similar to Homing Torpedo from our UW wep.
loving it in wvw
How are you using it? I don’t see how this is good when you have an eternity to dodge it. I’d love to learn something.
I could see a use for de-seiging.
loving it in wvw
How are you using it? I don’t see how this is good when you have an eternity to dodge it. I’d love to learn something.
It is surprisingly stealthy at the cost of a long delay, it leaves no red circle at the target. The arc also means that few people see it coming from a graphical point of view.
If any gandarian engi would like to test precision striking with this im up.
the arch on the animation makes the thing practically useless. Why does it have to fly higher than a 4 story building to hit something 1500 range away?
the arch on the animation makes the thing practically useless. Why does it have to fly higher than a 4 story building to hit something 1500 range away?
so it can go over walls, and it’s also harder for the enemy to see, and irl, yes, it does need to go high to travel far,(its not a sniper, but a rocket)
the arch on the animation makes the thing practically useless. Why does it have to fly higher than a 4 story building to hit something 1500 range away?
so it can go over walls, and it’s also harder for the enemy to see, and irl, yes, it does need to go high to travel far,(its not a sniper, but a rocket)
Ever seen an RPG? It’s not a cross-continental rocket and doesn’t have to travel into space to reach it’s target.
the arch on the animation makes the thing practically useless. Why does it have to fly higher than a 4 story building to hit something 1500 range away?
so it can go over walls, and it’s also harder for the enemy to see, and irl, yes, it does need to go high to travel far,(its not a sniper, but a rocket)
Ever seen an RPG? It’s not a cross-continental rocket and doesn’t have to travel into space to reach it’s target.
I lol’d. Kiss your hopes of hitting anything with this in a close quarters dungeon goodbye.
Jade Quarry
irl, yes, it does need to go high to travel far,(its not a sniper, but a rocket)
The height-and-distance thing makes sense for, say, Grenades, which can reach the 1500 Range that is currently our top distance with the aid of the Grenadier trait.
These are motivated by nothing more than a strong throwing arm, which means they lose their motivating force relatively quickly in the face of wind resistance and gravity.
Grenades are, in real-life, relatively short-ranged due to the effects of gravity. The stick grenades our Grenades appear to be based on also don’t strike me as particularly aerodynamic, especially with their large, round, head compartment, though I’ve not studied the aeromechanics of hand grenades; it seems to me that they’re usually designed for ease of holding in the hand rather than range.
In-game, there’s at least one example of a rocket that can go 1500 Range, without going through some ludicrous, time-wasting, ceiling-blasting arc to do it – the normal attack of the Rocket Turret, with Rifled Turret Barrels.
This is a small engine in a bullet-shaped casing with stabilizing fins, meaning it’s better equipped to handle wind resistance, as well as continuously being pushed forward. If you need to aim almost directly upward before firing it due to distance, in real life…well, you’re not in a situation where you want to be using a rocket launcher, and it’s honestly kind of baffling why you’d even try.
In-game, it goes, at best, the same distance as a handful of potato mashers.
Does it sound like real-life logic is in any way, shape, or form involved in our ranges?
If so, I’d love to hear an explanation of why neither our Pistols nor our Rifles can fire as far as we can throw Grenades. Or why our arms can evidently propel a handful of stick grenades just as far as a rocket.
irl, yes, it does need to go high to travel far,(its not a sniper, but a rocket)
The height-and-distance thing makes sense for, say, Grenades, which can reach the 1500 Range that is currently our top distance with the aid of the Grenadier trait.
These are motivated by nothing more than a strong throwing arm, which means they lose their motivating force relatively quickly in the face of wind resistance and gravity.
Grenades are, in real-life, relatively short-ranged due to the effects of gravity. The stick grenades our Grenades appear to be based on also don’t strike me as particularly aerodynamic, especially with their large, round, head compartment, though I’ve not studied the aeromechanics of hand grenades; it seems to me that they’re usually designed for ease of holding in the hand rather than range.In-game, there’s at least one example of a rocket that can go 1500 Range, without going through some ludicrous, time-wasting, ceiling-blasting arc to do it – the normal attack of the Rocket Turret, with Rifled Turret Barrels.
This is a small engine in a bullet-shaped casing with stabilizing fins, meaning it’s better equipped to handle wind resistance, as well as continuously being pushed forward. If you need to aim almost directly upward before firing it due to distance, in real life…well, you’re not in a situation where you want to be using a rocket launcher, and it’s honestly kind of baffling why you’d even try.
In-game, it goes, at best, the same distance as a handful of potato mashers.Does it sound like real-life logic is in any way, shape, or form involved in our ranges?
If so, I’d love to hear an explanation of why neither our Pistols nor our Rifles can fire as far as we can throw Grenades. Or why our arms can evidently propel a handful of stick grenades just as far as a rocket.
engineers didn’t factor in aiming when they decided to use firearms, that’s why our range is kitten because we can’t aim well enough to hit far away objects, this explains the kittened aim of piosen volley we also don’t deal with recoil well I’d say.
This new toolbelt ability is just garbage.
It takes 7 seconds to hit at max range. The damage might be nice for GC builds, but considering it has a 30sec cooldown its dps is abysmal. It has no other effects on it.
The only way you are hitting anything with this is sheer luck. Its useless in caves as itll collide with ceilings and whatnot. Sure in WvW it sounds cool “hey i can shoot this over a wall!” And hit what?
Suppose you are peeking through the top of the gate and use this on someone sitting on an arrowcart. Do you really thinkg one of these every 30sec is going to worry anyone?
It doesnt put out nearly as much presure as needed to actually force someone off siege, or actually destroy siege in a timely fashion.
Not to mention this ability has very poor synergy with SD.
It should get its speed drastically increased, and a lingering field that applies effects/damage for area denial.
So we can’t aim a pistol, but we’re linebackers who can match the motivational force of a rocket engine and plant grenades pretty much where we want them at distances equal to the Mortar.
I do miss the autotarget tho.
It was no stealth change in the german patchnotes it is documented.
Ingenieur
Raketenturm: Dieser Turm verursacht nicht mehr Brennen. Der Schaden wurde um 80% erhöht.
Rakete (Raketenturm-Werkzeuggürtel-Fertigkeit): Die Funktionalität dieser Fähigkeit wurde geändert und ist jetzt auf den Boden gerichtet.
Flammenexplosion (Flammenturm-Überladener Schuss): Diese Fähigkeit hinterlässt beim Aufprall nun für 3 Sekunden ein Feuerfeld. Die Brennen-Dauer beträgt 4 Sekunden nach Aufprall, mit 1 zusätzlichen Sekunde für jede Sekunde, die Feinde im Feld bleiben.
[Skol]
It was no stealth change in the german patchnotes it is documented.
Ingenieur
Raketenturm: Dieser Turm verursacht nicht mehr Brennen. Der Schaden wurde um 80% erhöht.
Rakete (Raketenturm-Werkzeuggürtel-Fertigkeit): Die Funktionalität dieser Fähigkeit wurde geändert und ist jetzt auf den Boden gerichtet.
Flammenexplosion (Flammenturm-Überladener Schuss): Diese Fähigkeit hinterlässt beim Aufprall nun für 3 Sekunden ein Feuerfeld. Die Brennen-Dauer beträgt 4 Sekunden nach Aufprall, mit 1 zusätzlichen Sekunde für jede Sekunde, die Feinde im Feld bleiben.
Superior German engineering strikes again.
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it takes 1-2 seconds to hit at melee range, coupled with an immobilize and a jumpshot I think it could have some decent burst potential. I’ll experiment some.
engie roaming vids: http://www.youtube.com/channel/UC9NnXVfY4vRU1F-X7b1Oorw/videos
it takes 1-2 seconds to hit at melee range, coupled with an immobilize and a jumpshot I think it could have some decent burst potential. I’ll experiment some.
If you stand inside the target it hits instantly.
Whatever you do, don’t use it at max Range. Lol.
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(edited by Chaith.8256)
Whatever you do, don’t use it at max Range. Lol.
That’s freakin ridiculous…:lol
it takes 1-2 seconds to hit at melee range, coupled with an immobilize and a jumpshot I think it could have some decent burst potential. I’ll experiment some.
If you stand inside the target it hits instantly.
So, can be use this to recreate the banzai grenade barrage?