Still no autoattack on grenade kit1?
I’m actually grateful that granades are neither autoattack or autotarget.
underwater its an autotarget and autoattack, but on land it’ll most likely stay ground targeted
I’m actually grateful that granades are neither autoattack or autotarget.
You sir must have an iron wrist
I’m actually grateful that granades are neither autoattack or autotarget.
You sir must have an iron wrist
Being currently single helps.
It is going to sound silly, but not having autoattack on grenade num 1 is what keeps me away ofrom having my engi as my main.
It is going to sound silly, but not having autoattack on grenade num 1 is what keeps me away ofrom having my engi as my main.
Other kits have Auto-Attacks, including the Bomb Kit. Not to mention both of our weapons have Auto-Attacks. It makes sense that the Grenade Kit does not have AA, not to mention the fact that it does not have an AA is part of the reason I like the kit.
Discovering one’s purpose is not as easy as it might originally appear.
It would be amazing if it was a toggle thing though based on whether you have something specifically targetted. I can only use my grenade kit for short periods before my hand/wrist starts hurting. It works so well underwater too.
Sometimes you want to actively lob grenades at an area because you anticipate movement there, and I get that… but having it autoattack when you have something actually targeted would fundamentally change the way I play for the better.
Clarishy – Ranger
Tinkershy – Engineer
I gave up on imbued shaman… Also, notice that I only ask for autoattack/aim on num1. Anyway,in the meanwhile, Staff Ele is good enough for me.
That change would reward less skilled players and punish good ones. For WvW granades would be total garbage.
It is a mixed bag.
1) It is hellishly annoying in terms of the wrists (and a major reason I got a new high end mouse).
2) But the gameplay makes far more sense without the AA.
A good solution would be a way to ground target that was less difficult on the hands/wrist versus giving up the benefits of more directed targeting.
I’m not sure why people are complaining about wrist issues.
Press ‘1’ on keyboard, left-click on the field. The AoE goes right under the cursor. No wrist movement involved.
Because the tendons for your fingers are located on the underside of your wrist and repeatedly spamming the same keys over and over for extended periods and pulling those tendons causes what some people refer to as ‘pain’.
It’s poor design for extended play.
Clarishy – Ranger
Tinkershy – Engineer
Quick ground targetting on and all you have to do is aim and press and release hotkey. Really not difficult.
To be honest, if you don’t want to keyboard dance and press a lot of buttons then engineer is probably not the right class to play. I don’t mean that in a harsh way, it’s just the truth that the majority of the time engi’s are a high apm class (if you want to get the most out of running one effectively). I only say this because, there is no difference in terms of stress on the hand in pressing one repeatedly or pressing other buttons to switch kits and use various skills repeatedly.
(edited by ShadowPuppet.3746)
I love the button dancing with engineer but that’s more in regards to kits and skill uses; grenade #1 is really brutal on repetitiveness. It should be changed without altering the need to aim the grenades. I feel like it would be cool if pressing 1 starts you throwing, pressing again or using another skill stops you, and while active it has the targeting reticule up for aim guidance only. It simulates exactly what you would be doing, without the ergonomic issues (eliminating the left click and reducing the amount of 1 presses.).
I mean, that’s still a hefty amount of #1. It’s just if you think about it you’ll realize you press that key like 4x the amount of all other keys combined as a grenade engi. Slight, but not huge, exaggeration. :P
I think that’s pretty close to what quick ground targeting (which is a relatively recent addition) does – it brings up the reticule when you hold down the button, activates the skill when you release the button. So pressing 1 brings up the reticule, releasing 1 is when you actually throw the grenades. (EDIT: Specifically, go to Options, then under the Combat/Movement heading, there’ll be an option labeled “Ground Targeting” with a drop-down menu that by default will be set to ‘Normal’. You want ‘Fast With Range Indicator’. ‘Instant’ will place any such effect at the location of the cursor as soon as you press the button, rather than when you release it – this is faster, but you probably don’t want it unless you’re confident about your use of the skills.)
@Fuiltech: Grenades are regarded as by far the best kit available for engineers at the moment (with bombs being the next). It says something when ArenaNet has talked about buffing the autoattack damage of flamethrowers by 25-33%, along with other buffs, and people have been saying that this might bring it close – still behind, but close enough to be a viable competitor – to grenades. And this is with grenades being one of the few weapons with a range greater than 1200.
I prefer other kits too, but particularly since we can retrain for free now (finally…) grenades are something every engineer has to be willing to pull out occasionally or they will be playing suboptimally. So, at least until the alternatives get buffed to the point of actually being viable alternatives, grenades being awkward to use is a valid reason to refrain from playing engineers.
What could be an interesting option would be making it so that when set to autoattack, it automatically throws the grenades centered on your target, but behaves as it currently does when not set to autoattack. That would give people who are happy to just chuck away while they concentrate on other things an option, but when it is important to control the grenades more directly (leading shots, for example) you can disable autoattack to do so.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
(edited by draxynnic.3719)
no autotarget on #1 nades, no improvement to bombs/explosives/mines/rocket, no fix for electricity, no fix for hobosacks guess they want an exodus when new games come out.
no autotarget on #1 nades, no improvement to bombs/explosives/mines/rocket, no fix for electricity, no fix for hobosacks guess they want an exodus when new games come out.
That’s like complaining just to complain.
Many people don’t want autotarget on nades as it would punish already good players and reward bad ones. As well as someone pointed out – if you mind aiming and clicking that one button, then you probably will mind all other – so engi isn’t best choice for you if you refuse to play its mechanics. Bombs are just fine.
The only thing you wrote above that needs “fix” is hobosack.
(edited by Lert.6287)
Grenade AA? Not gonna happen – it would just be silly and also be a nerf.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Grenade AA? Not gonna happen – it would just be silly and also be a nerf.
Cuz you know, it’s not like there isn’t a way to turn off autoattacks /sarcasm. All they’d have to do is make the skill programmed so that when autoattacking is off, the ground targetting is re-enabled. Unfortunately, that would require someone experienced with the coding to fix up, someone I bet is long gone (why else is it taking them so long to change ranger sword behavior, all their tweaks have been solely to numbers, and when they DO try to fix broken skill behaviors, nothing happens *cough*mesmeriwardens*cough*).
Grenade AA? Not gonna happen – it would just be silly and also be a nerf.
Cuz you know, it’s not like there isn’t a way to turn off autoattacks /sarcasm. All they’d have to do is make the skill programmed so that when autoattacking is off, the ground targetting is re-enabled. Unfortunately, that would require someone experienced with the coding to fix up, someone I bet is long gone (why else is it taking them so long to change ranger sword behavior, all their tweaks have been solely to numbers, and when they DO try to fix broken skill behaviors, nothing happens *cough*mesmeriwardens*cough*).
Cuz you know, it’s not like there isn’t a way to use other weapon/kit with autoattacks /sarcasm.
There, I said it.
None others on engineer that match grenades for range or damage. As I said in my previous post, if you’re not at least considering the possibility of grenades as being part of your proverbial toolkit, you’re not playing an engineer even close to optimally.
This applies even if other options are buffed to have similar or even greater damage output to grenades – even ignoring the 1500 range possibility, grenades are currently the only weapon engineers have that doesn’t lose most of its effectiveness at long range. Bombs and flamethrowers just aren’t effective outside of 600 or so, and rifle, elixir gun and pistol all have attacks that are most effective at close range even if their autoattack does reach out to long ranges.
Like it or not, the grenade kit is currently the engineer’s only true standoff weapon. Therefor, saying that engineers can simply use other weapons that do have autoattacks is a false equivalence.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
I pretty much cant play my engineer because of it, just trying it aggravates my wrist which has mild carpal tunnel. Why Anet decided to keep it like this is beyond me, but then the amount of kitten decisions by Anet is a very long list..
There are games out there that allows attack to continue if you hold down the attack button (like Wildstar). If GW2 add that then you can just hold a key and throw grenades automatically. Also makes melee easier because you don’t need to spam click to cleave an area when the target is illusive.
Auto attack would be nerf, being able to anticpate enemy movement and hit them is great. Also nading the kitten out of stealth players is very useful.
Highest ranked reached 28 soloq
Isle of Janthir
It is going to sound silly, but not having autoattack on grenade num 1 is what keeps me away ofrom having my engi as my main.
You’re unlikely to spam Auto-attack on Grenades anyway, even with a power build, so…
if grenades had auto target you would miss 90% of the time with them, only an idiot gets hit by grenades at range imo.
Granades without autoattack and autotarget:
Cons:
-apparently extremly hurts wrists of some players
-too hard for noobies/laziness
Can anyone write list of pros? I don’t have an hour to write that down.
Grenades with the option to have autoattack and autotarget on skill 1 if the player chooses to go that way, or with the option to continue using them as they are now if the player chooses to go that way instead:
Cons:
-would require ArenaNet to program this.
Pros:
- Makes grenades more user-friendly in situations where leading shots is not important.
- Gives players with less experience in the kit than those who like to label everyone else as being noobs or lazy more mental space to use the other grenades tactically rather than just concentrating on spamming the controls to keep the grenades being chucked out at maximum pace.
- Reduces the risk of repetitive-strain injuries such as carpal tunnel syndrome.
- Includes every pro Lert might have had in mind, because autoattack and autotarget can be turned off to revert to current behaviour.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
elixir gun is actually a garbage dps kit
you only use 4 then you swap out
the other skills are godly utility skills tho
elixir gun is actually a garbage dps kit
you only use 4 then you swap out
the other skills are godly utility skills tho
Traited elixir gun is brutal in WvW on a condition builds
elixir gun is actually a garbage dps kit
you only use 4 then you swap out
the other skills are godly utility skills thoTraited elixir gun is brutal in WvW on a condition builds
spam 1 and stack bleeds?
Grenades with the option to have autoattack and autotarget on skill 1 if the player chooses to go that way, or with the option to continue using them as they are now if the player chooses to go that way instead:
Cons:
-would require ArenaNet to program this.Pros:
- Makes grenades more user-friendly in situations where leading shots is not important.
- Gives players with less experience in the kit than those who like to label everyone else as being noobs or lazy more mental space to use the other grenades tactically rather than just concentrating on spamming the controls to keep the grenades being chucked out at maximum pace.
- Reduces the risk of repetitive-strain injuries such as carpal tunnel syndrome.
- Includes every pro Lert might have had in mind, because autoattack and autotarget can be turned off to revert to current behaviour.
Oh, that’s how you roll….
Write on cons:
Increased risk to die from boredom.
Increased risk of wrist-obesity from lack of movements.
many imaginary others
What’s been said is that there is no possibility to turn off autoattack on one weapon/kit. So even if granades were autoattack there would be no way to turn that off only on them. Rifle/pistol/other kits would still be turned off. I like the way it is – autoattack everything, but granades and many seem to agree with me.
I don’t want to argue in here. If it had both options: autoattack&autotarget and the way it is now, I wouldn’t mind it at all. What you expect would punish good players who got used to it and bring unreasonable reward to those that refused to learn how to actually use that kit. What it offers now is pretty fair: Cap might be higher (in comparsion to other kits), but it’s pretty achievable for everyone with 2 hands and a little of will to learn how to use it.
elixir gun is actually a garbage dps kit
you only use 4 then you swap out
the other skills are godly utility skills thoTraited elixir gun is brutal in WvW on a condition builds
spam 1 and stack bleeds?
Yes with condi duration buff food its all you have to do to win against most builds 1v1. 1200 range, burn, bleed, maybee torment from sigil obliterates most enemies if theirs no wall to hide to take pressure off.
(edited by Mayama.1854)
I don’t want to argue in here. If it had both options: autoattack&autotarget and the way it is now, I wouldn’t mind it at all.
That’s exactly what I’m suggesting:
Grenades with the option to have autoattack and autotarget on skill 1 if the player chooses to go that way, or with the option to continue using them as they are now if the player chooses to go that way instead:
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
I’m actually grateful that granades are neither autoattack or autotarget.
You sir must have an iron wrist
Being currently single helps.
I giggled, on topic though nades are to strong the be auto attacks, but if you really must have it for pve why not set up a macro that auto clicks 1 for you so you onl y have to aim,for PvP iit’s all about timing and when to use those nades so it would never work there.
underwater its an autotarget and autoattack, but on land it’ll most likely stay ground targeted
But that works out horribly. Anything that moves is practically unhitable by grenandes underwater.
I’d rather have a grenade travel time speed increased then an auto attack. Just my 2 cents.
underwater its an autotarget and autoattack, but on land it’ll most likely stay ground targeted
But that works out horribly. Anything that moves is practically unhitable by grenandes underwater.
that’s why I tell people to have eg and elixir u slotted underwater, pop the field then auto threw it with quickness easy 25 bleeds