Turret Bug Reference Guide

Turret Bug Reference Guide

in Engineer

Posted by: Anymras.5729

Anymras.5729

Let me make this clear: This is not a complaint thread.
This is a conveniently-placed compilation of bugs afflicting Turrets and the Mortar, so that Turret-users will know what non-balance issues there are, and hopefully prevent redundancy in bug reports.
All bugs on this list have been reported, and the list has been acknowledged several times.

Turrets:

  • Engineer Turrets are ignoring large World Bosses (Fire Elemental, Claw of Jormag, Tequatl, the Shatterer, Jungle Wurm, etc); it appears that they don’t know they can target them.
  • Engineer Turrets have oversized hitboxes; the following video demonstrates this.
    http://www.youtube.com/watch?v=RL-BWRKWkLY (thanks to Ambrecombe)
  • Engineer Turrets have an inaccurate rate of fire listed in the tooltip – or are malfunctioning and firing significantly slower than they should be, one or the other; pick one. Perhaps it’s an aftercast making it seem as though it’s inaccurate; nobody’s bothered to say anything, even to tell us it’s intended or to insist that the script looks fine.
    Rifle Turret fires 10 shots in about 27.3 seconds; this gives it an effective fire rate of 2.73 seconds. Its listed fire rate is 2 seconds.
    Flame Turret fires 10 shots in about 40.3 seconds; this gives it an effective fire rate of 4.03 seconds. Its listed fire rate is 3 seconds.
    Rocket Turret fires 10 shots in about 50.3 seconds; this gives it an effective fire rate of 5.03 seconds. Its listed fire rate is 4 seconds.
    Thumper Turret fires 10 shots in about 49.9 seconds; this gives it an effective fire rate of 4.99 seconds. Its listed fire rate is 3 seconds.
    Healing Turret fires 10 times in about 54.5 seconds; this gives it a fire rate of 5.45 seconds, but it has no listed fire rate; memory and the pattern of this bug suggest that it’s supposed to be 3 seconds.
  • Rifle and Net Turret overcharges allege a +50% fire rate increase on their overcharge, but don’t deliver on it unless they’re overcharged immediately upon placement.
  • Rifle Turret Overcharge, used immediately upon placement, grants the attack rate increase indefinitely.
  • Net Turret Overcharge, used immediately upon placement, sometimes locks up the turret entirely.
  • If using Deployable Turrets, activating the overcharge while the turret is in midair, before it touches the ground, doesn’t actually activate the overcharge – it starts the overcharge cooldown, but no overcharge occurs.
  • The on-placement shot of Turrets is not downleveled.
  • The on-placement shot of Turrets is also not affected by Rifled Turret Barrels.
  • Healing Turret does not contribute to Condition Remover.
  • Skill interruptions from Turret effects (Overcharges of Rocket, Thumper, and Net Turrets, as well as Accelerant-Packed Turrets knockback) do not contribute to Skill Interrupter.
  • Net Turret does not contribute to Condition Applier.
  • Rocket Turret Overcharge lasts for 4 seconds, not the listed 7.
  • Thumper and Rocket Turret Overcharges deactivate the range-increase aspect of Rifled Turret Barrels; both the Overcharge and normal attacks after the Overcharge are at the untraited range.
  • Rifled Turret Barrels does not affect any Turret Overcharges.
  • Skill interruptions from Turret effects does not activate Runes of Perplexity.
  • Deployable Turrets may be Detonated in midair without destroying the Turret, subsequently allowing a second Detonation upon landing. Healing Turret is unaffected.

Turret Bug Reference Guide

in Engineer

Posted by: Anymras.5729

Anymras.5729

Mortar:

  • Shots fired while controlling the Mortar have no effect if the Mortar is evacuated while the shot is in the air; presumably, this also extends to shots in midair when the Mortar is destroyed.
  • Fields created by Mortar shots will only have an effect while the Mortar is controlled.
  • Mortar Global Cooldown duration varies from 0.5 seconds to 1.3 seconds.
  • Mortar will occasionally jam, allowing skills to be queued without execution; this appears to be prolonged by attempting to use skills while it is jammed, and triggered by the use of skills in rapid succession.