[Suggestion] Minor Issues Still not solved
Medical Dispersion Field isn’t triggered by regeneration or by backpack regenerator.
Elite Mortar Kit doesn’t activate Streamlined Kits
Shrapnel trait doesn’t work for underwater grenades.
The Overcharge skill of the Net Turret doesn’t trigger Expert Examination, despite the skill says it has a stun.
(edited by Ivantreil.3092)
Elite Mortar Kit doesn’t activate Streamlined Kits
Actually it does proc streamlined kits. Try it standing still and you’ll see it create an aoe field around you.
rechecked it – yep, my bad(
rechecked it – yep, my bad(
It’s ok, we’re such a borked class it’s hard to tell if things are working as intended sometimes
I’d point out that kits still screw up legendary weapon effects, but that doesn’t directly count as skill. Somehow infusion effects on weapons persist though, which is confusing.
Magnet pull on toolkit doesn’t reveal. Yay kittening into the ether!
Speaking of magnet pull, the physics behind it are really wonky. I’ve seen it launch people into the sky, and if they lag it will often fail to pull them, but their character will appear nearby for a short period before teleporting back to their actual location.
Underwater Elixir X still features Plague, which has since disappeared from necro bars.
Static discharge behaves erratically based on the target method of the toolbelt skill instead of having a consistent behavior.
Have they ever bothered to look at underwater Rocket Boots since they found the physics bug with it? I do miss those rocket boots.
It’s technically not a bug, but could we PLEASE get a better solution than ground targeting for grenades?
(edited by Vagrant.7206)
I’d point out that kits still screw up legendary weapon effects, but that doesn’t directly count as skill. Somehow infusion effects on weapons persist though, which is confusing.
Magnet pull on toolkit doesn’t reveal. Yay kittening into the ether!
Speaking of magnet pull, the physics behind it are really wonky. I’ve seen it launch people into the sky, and if they lag it will often fail to pull them, but their character will appear nearby for a short period before teleporting back to their actual location.
Underwater Elixir X still features Plague, which has since disappeared from necro bars.
Static discharge behaves erratically based on the target method of the toolbelt skill instead of having a consistent behavior.
Have they ever bothered to look at underwater Rocket Boots since they found the physics bug with it? I do miss those rocket boots.
It’s technically not a bug, but could we PLEASE get a better solution than ground targeting for grenades?
That’s perfectly fine these are minor annoyances we are reporting here and if there is a visual bug that’s definitely a problem!
Engineers don’t automatically pickup bandages or use them while standing still while being affected by the Bunker Down trait.
Bomb kit on land is 2 times slower than underwater and should be sped up to match the underwater kit speed.
Medkit spray has a tiny cone and doesn’t last as long as the conversion spray from the elixir gun #3 skill.
Medkit spray has a tiny cone and doesn’t last as long as the conversion spray from the elixir gun #3 skill.
Actually thats a big visual issue, the Flamethrower AA has a shorter range than the Med kit AA, yet his visual spray is more larger than the med kit one.
600 range, appears to reach melee only.
425 range, looks like it can cover plenty distance.
Are static discharges still being thrown into the ground when you use an Elixir toolbelt skill? If so, add that to the list.
To add to magnet pull- the pull is inconsistent on even terrain, sometimes a blade of grass apparently gets in the way. I feel that the pull needs to act like binding roots, so it pulls and roots the target right front of you for 1 sec, instead of rubberbanding the target a foot or two away. Also, the tooltip says its unblockable, yet there are several skills that can block this “unblockable” skill. I don’t know if that’s intended or not.
also I hate that Jump Shot doesn’t have some invulnerability frames or at least stability
even in pve mobs interrupts it toooo often
combined with big cooldown it’s really sad
and some more – human skills and their toolbelt pair are totally crap for engi(
and some more – human skills and their toolbelt pair are totally crap for engi(
Racial skills are just flavor skills and nothing more. They don’t expect you to take them.
I’m not taking them because they match existing elixirs but dont affected elixir’s treats.
For example i like silvari’s toolbelt block from racial skill.
Static Discharges don’t actually autotarget the enemy when deployed they can still fly off not hitting anything at all.
They also require that the engineer be facing the enemy straight on at all times before they are deployed.
Mecha Legs is not part of the automatic rewards for choosing the inventions line it needs to be replaced with a trait useful to combat since we don’t have a Seal or Insignia as a class to use for faster run speed.
Mechanized Deployment the system that reduces the recharge time of toolbelt doesn’t affect the cooldowns of the toolbelt skills for any of the gyros I tested them today.
The rocket toolbelt skill that comes from using the rocket turret, doesn’t actually target the target. It’s not affected by the games use of the “attempt to focus AOE zones on the target enemy” process either. It simply fires at the button on the ui when pressed.
I think it should be changes to how it functions underwater where it’s no longer a zone target it simply fires a rocket at the target.
Grenades don’t remove blindness.
Transmute converts only one stack condition to boon. (10 bleeding = 9 bleeding)
Flamethrower’s 2 Skill (Flame Blast) still has a habit of going into the ground or up into the air, making it really hard to blast fields with :/ Could we get it to function more like the Shield Toss or Throw Wrench, where it flies a certain distance off the ground at all times? Also, Gyros are just terrible when it comes to dealing with terrain. We really need them to not be effected by a tiny hill or some average rock.