[Suggestion] Kits activation change.

[Suggestion] Kits activation change.

in Engineer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Long story short – when under serious pressure engineer is very hard class for me to control. One of the main issues are the kits. With on/off mechanic i find myself often being in my normal weapon set rather then kit, or vice versa. This leads to mistakes and these are fatal.

So i fail to understand what does the “~” button do again for engi? I would suggest kit buttons being only for turning a kit on. You press kit button it pops that kit. If it’s already on it does nothing.

While the “~” would be the button to pop our normal weapon, as we don’t have weapon swap mechanic. That way when i press i kit button, i get a kit and i’m 100% sure of what the result will be.

[Suggestion] Kits activation change.

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

the reason we still have the weapon-swap button is the following:
pressing weapon-swap cancels your cast, so you can forcefully stop EG #4 to leap away after dropping acid bomb, and also allows for dodge-baiting by canceling magnet-pull before it finishes, allowing for saving the cooldown in case the target dodges too early.
on the other hand, if you do use the assigned button for the utility-swap, you cast continues, allowing for chaining skills like this:
magnet-pull > prybar > swap to rifle while you swing the pry-bar > get overcharged shot off before the target can dodge away.
The ability to decide between continue or break our animations freely on will, while swapping the active weapon-set is one of the reasons why the engineers handles his combos so effectively, so a great loss to the class, if it were to be changed.

Engineer is love, Engineer is life.

[Suggestion] Kits activation change.

in Engineer

Posted by: santenal.1054

santenal.1054

It would be great if we could choose weither or not activating the slots 6, 7, 8 and 9 can make kits go back to the main weapon. sometimes when i try to use gear shield i end up using overcharged shot due to obvious reasons and it puts me in a verry vunerable position.

(edited by santenal.1054)

[Suggestion] Kits activation change.

in Engineer

Posted by: Plok.5873

Plok.5873

That has been requested before, time & again, and I (still) support it.
The list of changes to standardise + simplify engi ability use was afaik:

  1. Keybind Utility Skill # with kit: always activates it
  2. Keybind Stow/Draw Weapons: stops all build-ups, including those bundle/kit abilities (just like it does with normal weapon skills and everything else)
  3. Keybind Swap Weapons: drops bundles / stows kits

That way we’d have 3 buttons that always do the same, no matter what class, weapon, kit / bundle, ability or weekday.

I never got why only with bundles/kit we need to use different buttons for the same purpose; that’s quite error-prone.
We just never received an answer from ANet. -.- Comm style: passive-aggressive.

Pry Bar in yo’ face, You big disgrace / Box of Nails all over the place
Pet project: Outfit overhaul.

[Suggestion] Kits activation change.

in Engineer

Posted by: coglin.1867

coglin.1867

Yeah, uh, you can already do that.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

[Suggestion] Kits activation change.

in Engineer

Posted by: choovanski.5462

choovanski.5462

you just need more practice. i used to have the problem, but i got more used to the class.

. Engi & Warr . Beta > 2017 Death of PvP
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria