PSA-Rifled barrels Bugs rifle!
Just a warning.
When traiting rifled barrels, your jumpshot becomes usless again. At the end of the jump shot you will land, go back into the air unable to move. Rendering the movement difference between traited and untraited range useless.
Please please please anet. Fix this asap. I really want to use rifles and gadgets, don’t let jump shop be bugged for another 4 months.
off topic, but why would you use rifled barrels at all with rifle?
As true as Odin’s spear flies,
There is nowhere to hide.
off topic, but why would you use rifled barrels at all with rifle?
There’s only one answer to that, and it’s kind of obvious…
Just a warning.
When traiting rifled barrels, your jumpshot becomes usless again. At the end of the jump shot you will land, go back into the air unable to move. Rendering the movement difference between traited and untraited range useless.
Please please please anet. Fix this asap. I really want to use rifles and gadgets, don’t let jump shop be bugged for another 4 months.
I can confirm that. The engineer jump animation happens twice with that very well rifled barrels trait. You jump and then you jump again like some yo-yo. Pity rifle is 900 range without that trait and 1200 range would make it much more useful.
Hoping for fix since beta but eeh.. rifle only good 1200 range
Also the damage is so gimmick. Pre-patch i could crit 5,6k. Now 2k crit is miracle
Also the damage is so gimmick. Pre-patch i could crit 5,6k. Now 2k crit is miracle
Wait, what?
This isn’t a good development…
Game Design Lead
Thank you guys for finding this. I have a fix ready. It will take about a day but it should be in tomorrow.
Jon
off topic, but why would you use rifled barrels at all with rifle?
what is wrong with that?
it’s a close range weapon. +200 range on the immobilize is really the only reason to get it.
As true as Odin’s spear flies,
There is nowhere to hide.
Just a warning.
When traiting rifled barrels, your jumpshot becomes usless again. At the end of the jump shot you will land, go back into the air unable to move. Rendering the movement difference between traited and untraited range useless.
Please please please anet. Fix this asap. I really want to use rifles and gadgets, don’t let jump shop be bugged for another 4 months.
I can confirm that. The engineer jump animation happens twice with that very well rifled barrels trait. You jump and then you jump again like some yo-yo. Pity rifle is 900 range without that trait and 1200 range would make it much more useful.
rifle is 1000 range* fix’d it for you bro.
As true as Odin’s spear flies,
There is nowhere to hide.
Thanx for gm response! anyone else noticed damage difference?
it’s a close range weapon. +200 range on the immobilize is really the only reason to get it.
In a thread titled “rifled barrels bugs” you dare to claim it is a close range weapon? Shut up, you’re making yourself look foolish.
Also, the extra 200 range is helpful in more ways than one. Defending keeps, kiting attackers, chasing down eles/thieves, landing more jumpshots (ironic I know), etc.
You are aware there are traits that cripple targets upon immob, and upon hp threshold? Surely that 200 range would help land those. (Don’t call me Shirley)
Mask’s WvW Build – 0 | 30 | 10 | 30 | 0 (Soldier/Carrion gear, Rabid trinkets)
B P – Human Thief (d/p – 0 | 10 | 30 | 30 | 0)
eh, doesn’t matter to me as I’ll still be doing the trick where you cancel the landing animation of jump shot
eh, doesn’t matter to me as I’ll still be doing the trick where you cancel the landing animation of jump shot
enlinghten me master!
yes sadly this trait makes Jump Shot act like how it was before the 6/25 patch(delayed-lagged on mid-air before landing). I was so excited for to be able to use rifle efficiently but hopefully we can get a fix soon.
Things like this makes me worry that the code for the skills is a massive tree of ifs.
it’s a close range weapon. +200 range on the immobilize is really the only reason to get it.
In a thread titled “rifled barrels bugs” you dare to claim it is a close range weapon? Shut up, you’re making yourself look foolish.
Also, the extra 200 range is helpful in more ways than one. Defending keeps, kiting attackers, chasing down eles/thieves, landing more jumpshots (ironic I know), etc.
You are aware there are traits that cripple targets upon immob, and upon hp threshold? Surely that 200 range would help land those. (Don’t call me Shirley)
‘you dare claim rifle is a close range weapon?’
blunderbus’ range of maximum effectiveness is 100. smh.
magnet>range increase.
As true as Odin’s spear flies,
There is nowhere to hide.
eh, doesn’t matter to me as I’ll still be doing the trick where you cancel the landing animation of jump shot
enlinghten me master!
well it works with my build because I use kits
basically when you’re about to land you just switch on a kit then switch it off
may take some practice, the timing was hard to get for me at first
also, before this patch, doing this trick allowed you to keep moving right when you landed
testing it now, however, I’ve noticed that you just bounce and its not as fluid as before but still better than not doing the trick
Thank you guys for finding this. I have a fix ready. It will take about a day but it should be in tomorrow.
Jon
What about the rifled turret barrels and mortar? Its not increasing range anymore :/
Also the damage is so gimmick. Pre-patch i could crit 5,6k. Now 2k crit is miracle
Thanx for gm response! anyone else noticed damage difference?
Nope. Landed my 6.5K damage ( leap and down ). Seems to be working fine.
http://twitch.tv/alemfi/
What about a Thank You Jon Peters instead of complaining?? I swear this forum really gets to me sometimes. amiright? Anyways.
Thank you Jon Peters for the quick fix ^.^
[GoA] Guardians of Äsgard
Maguuma
Thanks for a quick reply, Jon Peters.
The damage seems to be much weaker than before the patch (I am using rifled barrels trait). Is this intended?
Thanks for a quick reply, Jon Peters.
The damage seems to be much weaker than before the patch (I am using rifled barrels trait). Is this intended?
Yes confirmed on many dummmies tests.
Also the damage is bugged with rifled barrels.
Expecially the landing one : With the trait on it is between 35% and 40% less!
(both : white damage and critical damage)
Just a warning.
When traiting rifled barrels, your jumpshot becomes usless again. At the end of the jump shot you will land, go back into the air unable to move. Rendering the movement difference between traited and untraited range useless.
Please please please anet. Fix this asap. I really want to use rifles and gadgets, don’t let jump shop be bugged for another 4 months.
off topic, but why would you use rifled barrels at all with rifle?
WvW Roaming. Traited for gadgets now and static discharge with rocket boots gave me a huge buff to surviveability. Jumpshot traited range + super speed + rocket boots is a great escape mechanism. Slick shoes as a last resort.
Thank you guys for finding this. I have a fix ready. It will take about a day but it should be in tomorrow.
Jon
Can you please fix static discharge on on toolbelts that aren’t single target? It shoots the ground most of the time their because it lacks direction data.
Thank you guys for finding this. I have a fix ready. It will take about a day but it should be in tomorrow.
Jon
Boom! A-Net coming through for us. Suck on THAT, nay-sayers :P
Just a warning.
When traiting rifled barrels, your jumpshot becomes usless again. At the end of the jump shot you will land, go back into the air unable to move. Rendering the movement difference between traited and untraited range useless.
Please please please anet. Fix this asap. I really want to use rifles and gadgets, don’t let jump shop be bugged for another 4 months.
off topic, but why would you use rifled barrels at all with rifle?
WvW Roaming. Traited for gadgets now and static discharge with rocket boots gave me a huge buff to surviveability. Jumpshot traited range + super speed + rocket boots is a great escape mechanism. Slick shoes as a last resort.
i roam all the time. never had a need for it. with or without the new rocketboots.
As true as Odin’s spear flies,
There is nowhere to hide.
(edited by Lightsbane.9012)
Just a warning.
When traiting rifled barrels, your jumpshot becomes usless again. At the end of the jump shot you will land, go back into the air unable to move. Rendering the movement difference between traited and untraited range useless.
Please please please anet. Fix this asap. I really want to use rifles and gadgets, don’t let jump shop be bugged for another 4 months.
off topic, but why would you use rifled barrels at all with rifle?
WvW Roaming. Traited for gadgets now and static discharge with rocket boots gave me a huge buff to surviveability. Jumpshot traited range + super speed + rocket boots is a great escape mechanism. Slick shoes as a last resort.
i roam all the time. never had a need for it. with or without the new rocketboots.
All my friends play thieves sadly. Some play warrior, but a majority of them roam as thieves. This means that I will always be focused in teamfights, so having the rocketboots is great for kitting and getting away while my thieves burst down targets.
i roam all the time. never had a need for it. with or without the new rocketboots.
So?
If you never had a need for it why are you in this topic since the minute its created? and why are you the one who posted the most number of entries in this thread while you never use this trait and this bug is completely no problem for you?
Why are you in need of coming to a thread opened about an issue you repeatedly stated that ‘you don’t mind’ but you disturb people who are trying to gather ideas of other people -who are actually want it to be fixed- and argue with them asking off topic questions like ’’why do you use it?, who needs this?, I never use it bla bla bla
I just don’t get it.
just because i don’t use something doesn’t mean i’ll ignore something that’s bugged. i stopped using extra supplies because it was bugged for mortar, yet i still drew attention to it in the forums. i’ll also be the first to disagree with something if i don’t find it to be true. hence my continued use of this thread.
hair trigger>riflemods>go for the eyes>rifled barrels.
As true as Odin’s spear flies,
There is nowhere to hide.
Guys I know why the jump deals no damage. When you have the trait on, it inverses the AoE sites. So, when you launch the game deals the landing damage and animation. When you land it does the launch damage and animation, dealing less damage and bouncing you up because thats the launch animation. Removing Rifle Barrel trait fixes this.
In other words you are doing the jump backwards…
Rifle is alredy weakest main weapon in game because all skills expect auto is bugged. Now after around year waiting to fix first of 4 bugged skills the fix fails misarable. I’m just feeling that after nice beta time prestart time starting from september engi just got kitten ed on. And this patch really shows it. Main weapon having one working skill after a YEAR!
Guys I know why the jump deals no damage. When you have the trait on, it inverses the AoE sites. So, when you launch the game deals the landing damage and animation. When you land it does the launch damage and animation, dealing less damage and bouncing you up because thats the launch animation. Removing Rifle Barrel trait fixes this.
In other words you are doing the jump backwards…
Thanks! You got it, but Arenanet should really fix this asap. Rifled barrels is pretty much must in my build, otherwise harpoon gun and elixir gun are much less useful in my style of play.
I also think rifle #3, blunderbuss needs fixing. Maximum damage at 100 range, even with the trait!!! How can you expect to land this at a zerg fight where conditions get cleansed very often. Immobilize lock won’t work that well and the zerg keeps moving like a train.
I think blunderbuss should do blunderbuss should do max damage at 200 range and 300 if traited. Now the damage is way too small compared to its incredibly short range (less than normal melee range 130).
skill 2 netshot: misses way too much.
skill 3 blunderbuss : Deniaras idea sounds good
skill 4: overcharged shot: No profession deserve self knock that screws you up. There is no reason for self knock.
Skill 5. Jump shot: Hopefully fix comin soon then.
Well, the rifle is interesting…
Skill 2: is ok overall, easy to dodge but its a immobilization every 10 seconds.
Skill 3: It kinda needs a buff or a change. It deals damage equal to 2-3 normal shots, but it requires the enemy to be right next to you, and it gives them an danger animation (yellow glow) and a delay.
Skill 4: In a way I like the knockback on yourself. It’s dangerous when there are multiple enemies but in 1v1s is interesting. It gives you almost double the knockback, you get up faster so its a mini stun, and unless bugged, it is supposed to cure immobilization, chills and cripples.
So there was yesterday that guy who complained the devs would not answer that much to people on engineer’s forum. Nice to see they are answering and this gets fixed.
Always thought the animation was a bit stupid after the patch but I thought it was intentional since they fixed a lot(more than 1 bullet point at the patch notes regarding this skill).
I really like the rifle. Using it a lot. First weapon I unlocke the skills for at my engineer(my main char) was the pistol. Then I unlocked the rifle skills… and stayed with rifle until now.
PvE it is not that important to me – I like to use bombs there and grenades.
sPvP I love the rifle because of immobilize and the skill 4(goes nice with the ram skill which god reduced CD). A bit more range is always good to keep runners in combat(also mentioned the immobilize which gets more range). Best trait for rifles. Damage increasing is not that important… the few percent. CD reducing trait also not that important.
WvW I just use grenades from war a way and throw them into the zergs – in zerg fights. Rocket boots are enough to get away cause there are tons of other allies that keep the enemy busy. I’m away much faster. And still I use the rifle in small group fights – here especially nice to have longer range with the open terrain and immobilize. Also knockbacks to stop rezzers or people trying to finish(not everyone has stealth, stability or blinds ready all the time – especially not in WvW where they mostly have the “trololol doing AoE into enemy zerg”-only skills").
Edit: And of course the base range is 1000 – everyone using the rifle often knows this.
I agree on 3. That is also the weakest skill to me. I could just use 1 instead and be a bit more far away. 5 brings movement and 2,4 something to control the enemy. 3 nothing.
Yes 2 can be dodged. But sometimes if they are running away(and maybe have others to dodge as well and using all their endurance) it is nice. I also use it with Sitting Duck at the moment(before I used another trait that gave on crit 50 percent chance for vulnerability but now theres vulnl already with sitting duck…).
4 is okay. Yeah in 1 vs. 1 you you get up faster. Also with the now reduced cd on ram(harder to hit with ram but still nice with the low cd) you can use multiple knockback/launch.
Yes it cures immobilization stuff… but I hate having to use it that way. Most of the time these conditions are only a problem if there are too many enemies and I want to get away… and then the self knockback hurts of course cause of the many enemies.
(edited by Luthan.5236)
Thank you guys for finding this. I have a fix ready. It will take about a day but it should be in tomorrow.
Jon
Thanks Jon, it is much appreciated.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
skill 2 netshot: misses way too much.
It’s an immobilize on a ten-second cooldown, the shortest in the game. The only other (non-thief) ten-second immobilize is a channeled warrior melee skill that requires adrenaline.
skill 4: overcharged shot: No profession deserve self knock that screws you up. There is no reason for self knock.
Launch is a fairly rare effect, engineers having five of the available thirteen skills that cause it, and again, it’s on a fifteen second timer, the shortest in the game outside of two skills on elite transformations. Even the launch on Conjure Lightning Hammer has a longer cooldown.
Perspective is everything.
it’s a close range weapon. +200 range on the immobilize is really the only reason to get it.
In a thread titled “rifled barrels bugs” you dare to claim it is a close range weapon? Shut up, you’re making yourself look foolish.
Also, the extra 200 range is helpful in more ways than one. Defending keeps, kiting attackers, chasing down eles/thieves, landing more jumpshots (ironic I know), etc.
You are aware there are traits that cripple targets upon immob, and upon hp threshold? Surely that 200 range would help land those. (Don’t call me Shirley)
‘you dare claim rifle is a close range weapon?’
blunderbus’ range of maximum effectiveness is 100. smh.
magnet>range increase.
Warrior Rifle#5 is 130 range, your argument is invalid.
If words confuse you, here are numbers that prove the rifle is a ranged weapon, and how Rifled Turrets benefits ALL skills:
Skill Base Rifled Barrels
Hip Shot 1000 < 1200
Net Shot 1000 < 1200
Blunderbuss 400 < 500
Overcharged Shot 400 < 500
Jump Shot 700 < 800
Toolkit has a ranged ability that goes 1200, according to your logic – that means it’s a long range weapon, right?
Mask’s WvW Build – 0 | 30 | 10 | 30 | 0 (Soldier/Carrion gear, Rabid trinkets)
B P – Human Thief (d/p – 0 | 10 | 30 | 30 | 0)
And additional piece of information about the Jump Shot / Rifled Barrels Bug. Some of you may have noticed that your landing damage is substantially lower with the trait going. This is because in addition to the bounce after Jump Shot, it inverts the damage ratios; i.e. the damage for take-off and landing is reversed when Rifled Barrels is active.
Speaking of Rifle, I appreciate that they’re giving it some attention with some new traits to mess with (Modified Ammo, the new Sitting Duck, etc). However there is an issue in that there are 5 rifle traits and only 3 slots. In reality, it amounts to 2 slots since Rifle Mod is essential to any build that uses Rifle. Might it be possible to fold Rifle Mod’s damage into Rifle itself to allow for more variety?
It would be nice if the range / damage component was removed from Blunderbuss, as it is already less than half of the range of Rifle 1 and 2 before factoring the proximity increase (which puts you inside of melee range) and even in ideal situations does nearly half of Volley (which has 1200 range).
In regards to Overcharged Shot, it seems odd to exchange a cripple, freeze or immobilize for a 1.5 second stun. The clear on movement-impairing conditions seems like it would be more befitting to Jump Shot.
The increased area on Jump Shot’s landing is nice, but it doesn’t address the primary issue of the skill: its use is more likely to kill the Engineer. It shares the issue with Blunderbuss in the risk being substantially higher than the reward. The skill could benefit from a built-in evade during the leap akin to Whirlwind Attack.
Or, alternatively, an AoE blind upon landing to give the Engineer an opportunity to escape the danger the skill puts the Engineer into through its use.
Overall, it would be welcomed to see Engineer Rifle to have more depth akittens intended range than merely its 1 and 2 skills and for 3-5 to have a greater payoff for the increased risk involved in using them.
Please do not change rifle is awesome the way it is.
I just enjoy playing rifle engineer
Jump shot is perfect the way it is right now, especially after Cleaning up the movement and decreasing the aftercast on the skill.
Arenanet you are the best
I don’t care much about the landing animation, but with rifled barrels trait the jump no longer clears gaps like it used to, instead sliding downward with the lay of the terrain- not sure if this is intended (I really hope it’s not; I loved that capability) but it still works fine without the trait (albeit shorter range)- I really hope this gets fixed as I normally run with ranged rifle and don’t want to have to give it up to get my working gap clearance.
skill 4: overcharged shot: No profession deserve self knock that screws you up. There is no reason for self knock.
I have no issue with knocking myself down, and in fact I use it to my advantage to back out of red rings in dungeons quite often. I only wish it were implemented as a leap rather than a knockdown, as I have many times unwittingly picked up area stability from a guardian in the group, causing me to be immune to my own evasion tactic, leaving me to die in the AOE agony target
Main: Asuran Engineer — Alt 80’s Ra-T-M-G-El-N-W-En-En-Re-Ra
Doctorate in Applied Jumping
(edited by Piogre.2164)
Fixed according to the latest patch notes.
Fixed according to the latest patch notes.
seems fixed as far as I can tell
Main: Asuran Engineer — Alt 80’s Ra-T-M-G-El-N-W-En-En-Re-Ra
Doctorate in Applied Jumping
skill 2 netshot: misses way too much.
It’s an immobilize on a ten-second cooldown, the shortest in the game. The only other (non-thief) ten-second immobilize is a channeled warrior melee skill that requires adrenaline.
skill 4: overcharged shot: No profession deserve self knock that screws you up. There is no reason for self knock.
Launch is a fairly rare effect, engineers having five of the available thirteen skills that cause it, and again, it’s on a fifteen second timer, the shortest in the game outside of two skills on elite transformations. Even the launch on Conjure Lightning Hammer has a longer cooldown.
Perspective is everything.
Even shorter if traited. + then using Battering ram(which got a lowered CD now) with traits. You can use CC almost permanently(the moment it wears off already another skill is out of CD). Of course it does not help if the others use a lot of stuff to counter this(like stability and stuff). Also the net shot heavily profits from the Sitting Duck trait. 5 seconds Cripple every 10(or 8 seconds if traited CD on rifles) and 5 stacks of vulnerability for 8 seconds… means permanent 5 stacks with rifle only with net shot(if net shot lowered to 8 seconds CD with trait).
Regarding ranged weapon: I think rifle is a mid/closed-range weapon. Of course it is “ranged” – because you shoot. But for long range grenades are better… and if there is a single target it is better to run to him to be able to use the other rifle skills better(only for running away guys it is “long range” for net shot). Then I’d try to get close, use 3 and then go to midrange… knocking the enemy back a bit.. stuff like that. Jumping back to him with jump shot…