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.