Turret bugfix list

Turret bugfix list

in Engineer

Posted by: Anymras.5729

Anymras.5729

So, I finally managed to get an eyeful of the patch notes. As is probably obvious from my efforts to archive the bugs afflicting a particular skillset, I have a somewhat vested interest in bugfixes to said skillset – said skillset being Turrets, of course. I figured I might as well list the supposed fixes (no, I don’t trust that they’re actually fixed, not until I’ve tested them) for any and all to see.
Once my client finishes patching, I’ll set about testing – and as I test a fix, I’ll mark whether it’s confirmed to be resolved or not. Some of these will be simple in the extreme to check, some will not.

Engineer Turrets:
Fixed a bug causing all turrets to shoot slower than intended.
Confirmed – even the Healing Turret fires faster.
Fixed a bug causing all turrets to have a larger hit box than intended.

Deployable Turrets:
Fixed a bug in which engineers could activate overcharge skills before a turret finished deploying, wasting the skill and placing it on cooldown.
Confirmed.
Fixed a bug in which engineers could blow up their turrets before they finished deploying, dealing damage without destroying the turret.
Confirmed.
Fixed a bug in which turrets created with this trait were not benefiting from Rifled Turret Barrels.
Confirmed.
An issue has been introduced, wherein Rocket Turret fires Explosive Rocket shots as default while Deployable Turrets is traited; overcharging causes it to switch to normal Rocket attacks. Hotfix likely, given that it’s a knockdown every four seconds.

Automatic Fire:
Fixed a bug in which overcharging a turret with this skill would not increase its rate of fire.
Confirmed. No longer does it need overcharged on-placement.
Updated the skill description to better communicate the skill’s effects.
Congratulations on changing the print output. Likewise for Explosive, no, Fragmentation Shot.

Electrified Net: Removed an incorrect skill fact for rate of fire increase.
Net Turret: Reduced the cooldown on this turret’s basic attack from 13 seconds to 10 seconds. Decreased the immobilize duration from 3 seconds to 2 seconds on the basic attack.
Confirmed, and fire rate is accurate. Give some, lose some.

Rocket Turret: Changed this turret to allow it to benefit from traits that improve explosives.
Explosive Rockets: Updated the duration skill fact to correctly display 4 seconds.
See Deployable Turrets note.

Edit: Just need to get the hitboxes tested, now. To Orr I go.

(edited by Anymras.5729)

Turret bugfix list

in Engineer

Posted by: WEXXES.2378

WEXXES.2378

I have tested some things about the turrets so far, below is a list of (un)interesting things I noticed:

1) Graphics bug with the Fortified Turrets. If you pick up the turret as the shield goes up, the shield stays. Not sure if the shield still works at that point, but it looks like it doesn’t.

2) Shields do not go up immediately. I assume its a feature, as it does take turrets a split moment to start shooting anyway. It goes up after 0.5 seconds of being deployed.

3) Turrets do in fact have been fixed (from what it looks like). Yay! Overcharges work as intended, tooltips are cleaned up.

4) There is no special effect for the Experimental Turrets. It just “happens”. But it works as intended for sure. Firing rates “feel” correct, but exact numbers need to be taken first.

5) The reflective shields on Fortified Turrets work both ways, much like the mesmer’s dome.

6) Blast finishers from blowing up turrets is still centered on your position. I assume at this point it is a feature, and a good one too imo.

7) Bug?: Rocket Turret, although it says it benefits from traits that improves explosives, does not get a damage boost, cool down reduction, or anything. The toolbelt skill does.
The biggest explosion radius trait also doesn’t work with either.

8) Due to the overcharge “fix” for turrets, if you were used to using them right before they landed, this will mess with you. You have to hit the skill AFTER it lands, which can suck if the turret fires right away and misses the overcharge skill.

Edit:
9) Flame and Thumper turret Overcharge AOE are affected by rifle barred turrets. (I believe before it wasn’t)

10)Bug?: Thumper Turret Overcharge can activate up to two times before going back to normal.

(edited by WEXXES.2378)

Turret bugfix list

in Engineer

Posted by: Anymras.5729

Anymras.5729

Haven’t gotten the new traits yet, so can’t comment on those – definitely thanks for the info, though.

4) Tested my firing rates with a stopwatch; as the numbers were spot-on (within .2 seconds of expected, which could easily be accounted for by the time it takes me to perceive and press the button).

7) Yeah, that might be a bug.

Flame and Thumper Turret Overcharges were affected, I think, though Flame wouldn’t trigger unless the enemy was in the circle. It’s been quite some time, however, so I may be mistaken.

…oh, yeah, that sounds like an issue – maybe it’s related to the duration of the Overcharge; if the overcharge lasts to the next iteration…

Turret bugfix list

in Engineer

Posted by: Ron Cordova.9824

Ron Cordova.9824

Did turrets get their health buffed to match the buff that every other summon got a few patches ago?

Turret bugfix list

in Engineer

Posted by: WEXXES.2378

WEXXES.2378

Did turrets get their health buffed to match the buff that every other summon got a few patches ago?

lolno

Seriously if anyone thought turrets were suddenly going to be a magical second player at your side, you will be sorrily mistaken.

Its just now that they are working as intended: which is very good!

Turret bugfix list

in Engineer

Posted by: Chodey.3796

Chodey.3796

I just tried them out. They are still bad and don’t deserve a spot on the skill bar.

Turret bugfix list

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

I don’t know why but I just tried out my Rocket Turret and it shoots continual Overcharged Rockets, wich is OP, otherwise hitbox is definitly much smaller! And by the way, nice bug fixes A-net!

Turret bugfix list

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Electrified Net: Removed an incorrect skill fact for rate of fire increase.
Net Turret: Reduced the cooldown on this turret’s basic attack from 13 seconds to 10 seconds. Decreased the immobilize duration from 3 seconds to 2 seconds on the basic attack.
Confirmed, and fire rate is accurate. Give some, lose some.

Just a note about this: On october, they “Updated the rate-of-fire skill fact to indicate the correct rate of fire.” Whereas, like any other turret, it was slower.
Now they’re putting it back at 10s as it was supposed to be…and lowering the immobilize. Making it seem some sort of rebalancing.
We aren’t giving some, losing some: we’ve just lost.
And it isn’t even the only case when they’ve done something like that – changing skill facts to nerf something instead of fixing them, while making it seem a bug fix. Electrified Net is another example: it had that description since back august 2012, as you can see from the revision history on the GW2 wiki.

Seriously if anyone thought turrets were suddenly going to be a magical second player at your side, you will be sorrily mistaken.

Its just now that they are working as intended: which is very good!

And yet spirits and such got their hp increased back then. So, have other classes got “magical second players”, perhaps? Or maybe we’re just treated differently for some obscure reason?

Turret bugfix list

in Engineer

Posted by: Anymras.5729

Anymras.5729

I don’t know why but I just tried out my Rocket Turret and it shoots continual Overcharged Rockets, wich is OP, otherwise hitbox is definitly much smaller! And by the way, nice bug fixes A-net!

This only happens with Deployable Turrets and Rifled Turret Barrels active – WEXXES helped me test that out. I’ll make some new bug posts in a little while to report the issues we’ve found – that one, of course, is likely to get hotfixed.

Turret bugfix list

in Engineer

Posted by: digiowl.9620

digiowl.9620

I really do wonder what kind of spaghetti code there is that powers the turret system…

Turret bugfix list

in Engineer

Posted by: WEXXES.2378

WEXXES.2378

Slightly unrelated to turrets:

1) My Synaptic Overload is proccing when I start shooting into the mystic forge. lol?

Turret bugfix list

in Engineer

Posted by: Tulki.1458

Tulki.1458

The rocket turret does benefit from explosion traits, even the one that causes explosions to sometimes apply bleeding. It just doesn’t reflect itself in the tooltip.

However, deployable turrets working with other traits is a flat-out lie. They do not benefit from the increased range of rifled turret barrels if you use deployable turrets. I have no idea why they decided to put that in the patch notes when it’s obviously not fixed.

Also, overcharging the rocket turret still causes it to lose the bonus range from rifled turret barrels.

Turret bugfix list

in Engineer

Posted by: Ron Cordova.9824

Ron Cordova.9824

Even if their health got buffed to player-level amounts, since there is nothing in the patchnotes to indicate that they yet scale with any stat, they’d still be really squishy, wouldn’t be “magical second player from one utility”

Turret bugfix list

in Engineer

Posted by: tigirius.9014

tigirius.9014

Did turrets get their health buffed to match the buff that every other summon got a few patches ago?

lolno

Seriously if anyone thought turrets were suddenly going to be a magical second player at your side, you will be sorrily mistaken.

Its just now that they are working as intended: which is very good!

Yeah unfortunately they have yet to fix the inherent weakness of all pets in the game still waiting on that.

Balance Team: Please Fix Mine Toolbelt Positioning!

Turret bugfix list

in Engineer

Posted by: village idiot.1436

village idiot.1436

I tested turrets on jormag and they did not seem to be attacking. Has anyone else tested them on another boss and found them working/not working?

Turret bugfix list

in Engineer

Posted by: Anymras.5729

Anymras.5729

Haven’t had the opportunity to test them on world bosses – but they haven’t been attacking world bosses for months anyway.

Turret bugfix list

in Engineer

Posted by: Gyler.8150

Gyler.8150

I noticed if i took berserker gear off, the tooltip of the turrets attack reflected less attack. So do turrets scale off of power? Thinking of using rifle turret/bomb/grenades for my engie in full dps situations.

Turret bugfix list

in Engineer

Posted by: Anymras.5729

Anymras.5729

Turrets do not scale to Power.
Turrets do scale to Condition Damage, Condition Duration, Boon Duration, and Healing Power.
Disregard the tooltips.

Turret bugfix list

in Engineer

Posted by: Gyler.8150

Gyler.8150

Thank you sir, so would turrets now be more worthwhile to use in pve berserk meta for increasing dps?

Turret bugfix list

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Thank you sir, so would turrets now be more worthwhile to use in pve berserk meta for increasing dps?

If you’re running a SD rifle build you should be using the rifle turret for its low recharge toolbelt ability. And healing turret can be useful in almost any build for its high utility value. Other than that – no, any other turret will lower your dps significantly.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Turret bugfix list

in Engineer

Posted by: digiowl.9620

digiowl.9620

Did turrets get their health buffed to match the buff that every other summon got a few patches ago?

lolno

Seriously if anyone thought turrets were suddenly going to be a magical second player at your side, you will be sorrily mistaken.

Its just now that they are working as intended: which is very good!

Yeah unfortunately they have yet to fix the inherent weakness of all pets in the game still waiting on that.

The chance of that happening is on par with them toning down the need for immunity frames in PVE. Meaning, bordering on nil.

Turret bugfix list

in Engineer

Posted by: WEXXES.2378

WEXXES.2378

Thank you sir, so would turrets now be more worthwhile to use in pve berserk meta for increasing dps?

I’ve been using berserk turrets in PvE for a long time before the patch. It had moderately high dps but the key feature of turrets is control and CC.

If you are trying to reach high damage and want to use turrets, turrets are not for you.