Riffled Turret barrels still not fixed.
They probably don’t even realize it’s a problem.
The code probably looks just fine.
Hum, it seems to work fine with me.
But if I remember well it increase the range by 100 units for all turrets and not a base %, so the bonus is less effective on lets say a Rocket Turret or Rifle Turret, but you get better results on your Flame Turret and Net Turret sinds they have shorter attack range.
Hum, it seems to work fine with me.
But if I remember well it increase the range by 100 units for all turrets and not a base %, so the bonus is less effective on lets say a Rocket Turret or Rifle Turret, but you get better results on your Flame Turret and Net Turret sinds they have shorter attack range.
My Elixir Gun, or rifle for that matter, can have a range of 1200.
Rocket turret has an untraited range of 1200, traited should be longer.
Put Rocket turret just outside of max range for EG or Rifle, and I mean ‘just’ outside, and it no longer reaches its target.
How did you test it to know it is working?
I’m not seeing the range increase in either the tooltip OR the tests.
I only see the 15% damage increase.
Ok just made the test, and yes it doesn’t work anymore! I only get the damage increase… :/
Note 1 : Rifle Turret is acting strange, it does not aquire targets above 800 units until you overcharge it and it keeps its rapid rate of fire until the its destruction while using it at close quarters makes the overcharge shoot every 2sec! O.o wtf!
Note 2 : After extensive testing Net Turret and Rifle Turret are now shootingfaster depending if they start the first fight overcharged or not. Rifle Turret will shoot a full volley every second during 10sec before cooling on a 2sec CD. While The Net Turret shall fire 3 nets in a row before cooling on a 12sec (should be 10 :/) CD.
Note 3 : Ok the range issue seems to be only happening in SPvP, I just tried out my turret in Lionarch dummy range and I was getting a range increase. Concerning the other issues I am still geting the extra firing rate whenever I activate the overcharge when I start a fight.
I’ll make a video this weekend with fraps to show you my testing!
(edited by Ambrecombe.4398)
How did you test it to know it is working?
I’m not seeing the range increase in either the tooltip OR the tests.
I only see the 15% damage increase.
1) I use my Rifle to get at 1000 unit range, put a Healing Turret and Rifle Turret centered on me, and try out the range without traits.
2) I destroy the riffle turret take 1/5 (96 unit+-) of the healing circle radius and put a new turret in my back, straigth in the visual line with my target, with the trait on to test out if it does icnrease the range.
How did you test it to know it is working?
I’m not seeing the range increase in either the tooltip OR the tests.
I only see the 15% damage increase.1) I use my Rifle to get at 1000 unit range, put a Healing Turret and Rifle Turret centered on me, and try out the range without traits.
2) I destroy the riffle turret take 1/5 (96 unit+-) of the healing circle radius and put a new turret in my back, straigth in the visual line with my target, with the trait on to test out if it does icnrease the range.
hmm, think I’ll have to test som more it seems.
So far the clearest result for me was that rocket turret got no increase in range at all.
Will try the others and guess we’ll have to use whatever skill we have as comparison for each range.
Maybe it’s just the rocket turret.
Have you seen Rocket turret main attack acts like an AoE O.o!
Have you seen Rocket turret main attack acts like an AoE O.o!
been testing it on single target dummie…
IT DOES????
brb, little dance and all that
ok, the overcharge is still single target but the ormal attack is aoe
it’s normal we don’t get an aoe knockdown on 20 sec cd of course, single target overchage is fine.
Now only if that thing would survive some aoe itself.
forget about the range increase or not… this thing is a beast now.
Don’t touch it :}