Weapon Kit - Auto Attack

Weapon Kit - Auto Attack

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Posted by: XxCoOkyxX.8042

XxCoOkyxX.8042

Please fix the weapon kits and add “auto attack” to the skills 1.
The “auto attack” reset everytime when we change from a normal weapon to a weapon kit and its annoying, please let me have “auto attack” on my weapon kits without clicking it every time, please patch it, so that the weapon kit save the auto attack skill just like any other weapon!

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Posted by: Flocke.8302

Flocke.8302

Yes please! This sometimes looses matches for me in SPVP! Trying to strafe around and hit 1 at the same time repeatedly is taxing lol.

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Posted by: Cray.3740

Cray.3740

I seconded that! The lack of auto-attack is really annoying.

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Posted by: Echelon.5384

Echelon.5384

Either enable it or disable all other classes auto-attacks when they switch weapons since it was stated that engineers only have a few weapon combos because they have kits ten why not make the kits work like weapons?

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Posted by: JonPeters.5630

JonPeters.5630

Game Design Lead

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

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Posted by: Deltron.4592

Deltron.4592

disable all other classes auto-attacks when they switch weapons

yes, this or fix kit auto attack.

all your base are belong to Eredon Terrace

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Posted by: Neuriot.9806

Neuriot.9806

Thanks for the answer Jon. Another Engineer here who would love to see this fixed as soon as possible so that switching to my Flamethrower on the fly is less bothersome.

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Posted by: Eskali.1380

Eskali.1380

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

<3

Don’t take life too seriously, no one gets out alive anyway.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

I want to mention that this problem also happens with elementalist’s conjures.

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Posted by: Timeslice.9027

Timeslice.9027

Thanks for the answer, this has been driving me crazy since BWE1!

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Posted by: Tik.2381

Tik.2381

This has me more excited than the fixed trading post!

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Posted by: AndrewSX.3794

AndrewSX.3794

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

Cause you’re at fixing kits…

-Grenade needs a spammable autoattack not Gtaoe. Like nec staff skill 1 + 4 gtaoe. Obv, tuning down it in dmg, or making it trowing always 1 singe grenade, but having to spam 1+aim+move around is a real pain.

-FT 1st and 2nd skills still get miss/obstruced for not reason too many times. Heck, sometimes with a target in range, my Engi shoots the napalm ball right in the floor in front of him, and nothing more. (ps: elixir gun skill 3 it’s afflicted by same FT skill 1 issue)

-Autoattack saved, ofc.

-Weapon stat and sigils. Idk how you would handle it (putting a slot to apply a sigils to the various kits? applying stowed weapon’s sigil effects on equipped kit?), but this needs to be looked for.

-Also, cause i’m here to dream ( :P ) would be great to have the kit swapping work for sigils that trigger on weapon swap. Obv not on every kit swap, cause it can happen every 1-2 sec (and no, do not even think put a 10 sec CD on swapping in and out of kit, pleeeaseee! put rather an extra internal CD for sigil if triggered by a kit rather than a true weapon swap).

Seafarer’s Rest EU – PvE/WvW – 8 × 80 chars.
Most used: Guard/Mes/War/Nec/Ele.
Yes, i use 5 chars at time. Because REASONS.

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Posted by: Grizor.6543

Grizor.6543

yessss! can’t wait for this fix!

Grizor – Charr Engineer – Gandara

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Posted by: SonnyPsycho.9184

SonnyPsycho.9184

Also it would be a good idea if we can swap between weapon and kit by using ~ key, rather than clicking on a icon manually. And thanks for fixing this problem

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Posted by: Ex Ludicrum.9358

Ex Ludicrum.9358

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

Thanks for the quick response Jon! I figured you guys meant to implement it as soon as possible. It seems like a fairly obvious issue, but if you guys are already on it then awesome!

Dear bookah…

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Posted by: Akeif.7491

Akeif.7491

I agree! This would be totally awesome :P

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Posted by: Telemachos.2370

Telemachos.2370

Agree with the cause on this one.

/signed!

Engineer – PRX – Hedge of Denravi

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Posted by: coglin.1496

coglin.1496

This has been a thorn in the side of engineers since BWE1. It is good to see such a quick response on the subject, the day the sub forum opens. Thanks for the fast reply Jon

Poor craftsman blame their tools. Poor players blame their Engineer.

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Posted by: Unpredictability.4086

Unpredictability.4086

This isn’t even an Engineer issue! This effects all environmental weapons and forms. Enter Lich Form or Death Shroud – auto attack disabled. Pick up an environmental weaopn – auto attack disabled. It seems that only “real” weapons can remember the auto attack trigger (which explains why it affects kits and such – they are skills, not weapons).

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Posted by: Deltron.4592

Deltron.4592

-Grenade needs a spammable autoattack not Gtaoe. Like nec staff skill 1 + 4 gtaoe. Obv, tuning down it in dmg, or making it trowing always 1 singe grenade, but having to spam 1+aim+move around is a real pain.

no grenades are fine…
other kits auto attacks need to save or preset to 1

also changing kits shouldn’t stop us from auto attacking

all your base are belong to Eredon Terrace

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Posted by: Signet of Forums.4397

Signet of Forums.4397

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

Very good to know. Thanks.

Therefore we proceed to write a sig.

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Posted by: Killua.8041

Killua.8041

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

Great, this was the main issue I had with my engineer, glad to see it being worked on.

O Killua O – Asura Mesmer | Killuas – Asura Engineer
Bookah Protector – Asura Guardian | Trapped Spirit – Asura Necromancer

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Posted by: ttyl.6021

ttyl.6021

-Weapon stat and sigils. Idk how you would handle it (putting a slot to apply a sigils to the various kits? applying stowed weapon’s sigil effects on equipped kit?), but this needs to be looked for.

-Also, cause i’m here to dream ( :P ) would be great to have the kit swapping work for sigils that trigger on weapon swap. Obv not on every kit swap, cause it can happen every 1-2 sec (and no, do not even think put a 10 sec CD on swapping in and out of kit, pleeeaseee! put rather an extra internal CD for sigil if triggered by a kit rather than a true weapon swap).

YES! THIS!! PLEASE!!! It’s very backwards that upgrading your weapon adds no damage to Kits. Just keep the rifle/pistol “ghost equipped” so we can benefit from the stats and sigils :|

I thought weapon swap sigils would’ve been fixed when attunements were. Almost all of the procs have a 9 sec internal cooldowns anyways, would translate to kit swaps easily!

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Posted by: Snow Valkyrie Z.2641

Snow Valkyrie Z.2641

Hmm…

Auto-attack is being fixed.

In the frequencies of energy, you go from light to sound… how much further is flesh and bone?

(edited by Snow Valkyrie Z.2641)

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Posted by: Signet of Forums.4397

Signet of Forums.4397

I love how whenever a dev responds to a thread, there are always people that try to turn it into into an entirely different topic instead of creating a new one.

Therefore we proceed to write a sig.

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Posted by: dlechestnut.3954

dlechestnut.3954

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Fantastic. This will make a world of difference.

Keeping the roads safe — one hylek at a time.

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Posted by: RoRo.8270

RoRo.8270

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

What about the bugged trait elite supplies this isn’t of concern to you?

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Posted by: Bob F It.5701

Bob F It.5701

-Grenade needs a spammable autoattack not Gtaoe. Like nec staff skill 1 + 4 gtaoe. Obv, tuning down it in dmg, or making it trowing always 1 singe grenade, but having to spam 1+aim+move around is a real pain.

no grenades are fine…
other kits auto attacks need to save or preset to 1

also changing kits shouldn’t stop us from auto attacking

Oh, I think medkit should stop auto attacks :-p
But yeah, there’s a clear case for all the kits except med and grenade. Auto-attack? Where with the grenade. The kit revolves around choosing the location.

Right click your GW2 shortcut > “Properties”
“Shortcut” tab > “Target”
Add to the end " -bmp"

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Posted by: WhiteCrow.5310

WhiteCrow.5310

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

Great to hear.

Right now, some on the fly weapon/kit combos are nearly impossible because of this. You will totally drain your DPS or screw up a skill chain if you swap kits, which Engineers are pretty much supposed to do. It’s quite breaking.

Concerns about HoT pre-order? Check here!
https://www.youtube.com/watch?v=Am9gVQB8gss

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Posted by: Krael.3476

Krael.3476

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

I love how open ANET is to Us, I cannot begin to imagine the million problems they find while coding this game, but after seeing all the things they’ve done so far, many that in my head were impossible before this game came out, I’m 100% sure there is nothing they can’t do, ANET you’ve earned a fanboy (who knows how many acctually)

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Posted by: Haralin.1473

Haralin.1473

i hope you will also fix the stat lost when switching to a kit :/

Haralin Engineer
[Skol]

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Posted by: Phalanix.7542

Phalanix.7542

I know ANet already replied to this – but I just wanted to add that I’d like to see the auto-attack implemented for our kits. Really annoying when switching to kits (or losing kit function and re-enabling it) during fire fights.

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Posted by: Drebs.4970

Drebs.4970

-Grenade needs a spammable autoattack not Gtaoe. Like nec staff skill 1 + 4 gtaoe. Obv, tuning down it in dmg, or making it trowing always 1 singe grenade, but having to spam 1+aim+move around is a real pain.

no grenades are fine…
other kits auto attacks need to save or preset to 1

But yeah, there’s a clear case for all the kits except med and grenade. Auto-attack? Where with the grenade. The kit revolves around choosing the location.

Grenades are my primary kit on my Charr engineer, and the difference between enabling auto attack and not enabling it is significant. No matter how fast I spam that “1” key I can’t get off nearly as much damage as the auto attack. Also, it’s a saving grace when kiting. Whether its on auto or not, you have to aim your attacks, you just have to do it more quickly on auto.

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Posted by: skullmount.1758

skullmount.1758

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

Cause you’re at fixing kits…

-Grenade needs a spammable autoattack not Gtaoe. Like nec staff skill 1 + 4 gtaoe. Obv, tuning down it in dmg, or making it trowing always 1 singe grenade, but having to spam 1+aim+move around is a real pain.

-FT 1st and 2nd skills still get miss/obstruced for not reason too many times. Heck, sometimes with a target in range, my Engi shoots the napalm ball right in the floor in front of him, and nothing more. (ps: elixir gun skill 3 it’s afflicted by same FT skill 1 issue)

-Autoattack saved, ofc.

-Weapon stat and sigils. Idk how you would handle it (putting a slot to apply a sigils to the various kits? applying stowed weapon’s sigil effects on equipped kit?), but this needs to be looked for.

-Also, cause i’m here to dream ( :P ) would be great to have the kit swapping work for sigils that trigger on weapon swap. Obv not on every kit swap, cause it can happen every 1-2 sec (and no, do not even think put a 10 sec CD on swapping in and out of kit, pleeeaseee! put rather an extra internal CD for sigil if triggered by a kit rather than a true weapon swap).

Seconded, especially the grenade part. Flamethrower needs more burning as well.

Darkhaven server
Please give us a keyring…

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Posted by: Rain King.5914

Rain King.5914

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

Thank you so much for finally responding to this subject. We’ve been asking for this since the first BWE & the lack of acknowledgement was discouraging.

I hope in the future you are not scared to communicate to us if a feature is unlikely or if it is being worked on/planned to be worked on.

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Posted by: Lyuben.2613

Lyuben.2613

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

Thank you so much for finally responding to this subject. We’ve been asking for this since the first BWE & the lack of acknowledgement was discouraging.

I hope in the future you are not scared to communicate to us if a feature is unlikely or if it is being worked on/planned to be worked on.

Actually, the number of acknowledgments was very encouraging. Every BWE, they said they know and that it would be fixed. They even promised to fix it by launch.

That’s the sad part.

Vibor Bauman- Level 80 Engineer- Gandara

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Posted by: JonnyBigBoss.2071

JonnyBigBoss.2071

Agreed. This is a major nuisance that keeps me from using the flamethrower.

JonnyBigBoss – 80 Engineer
Fort Aspenwood
The Ancient Order [TAO]

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Posted by: Dybz.9275

Dybz.9275

I think the hardest issue is how do you address auto-attack when utilizing the grenade kit? Simply making the #1 skill auto-attack is not a good solution as it is such a slow moving projectile. If you are aiming for a moving target, whether PvE or PvP, auto-attack will have the grenade hitting well behind the target. The user predicting where their target will go should theoretically allow for better targeting and more damage done in combat. Definitely support some sort of fix, but lets do it right the first time and not just a knee jerk fix that actually makes things worse.

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Posted by: Xerosignal.4825

Xerosignal.4825

ANet (Jon), please do add the option for auto-attack to the grenade kit if fast ground targeting is turned on. No reason it can’t be the users choice to use it or not depending on their preference.

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Posted by: Luthan.5236

Luthan.5236

Another thing…
when I go underwater and some mob is near the surface and I fight and I move accidentaly a bit ouf ot the water then I have to re-equip the kit first. Sure… no big deal. It is only about pressing one key. (And probably the same if you fight above at land and accidentely get into water and get ouf of water and need to re-equip).
But still a bit annoying. Other classes that can switch between 2 weapon sets can switch their underwater weapon to the other set then go out of the water, right? If they go back into water it will still stay at the other set? Then they have a bit advantage. Even if it is only a nanosecond.

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Posted by: Excelsior.7984

Excelsior.7984

What about the grenade kit? Any chance to make them throwable directly at the enemy instead of area targeting? The same behavior as underwater. If not all of them at least the first skill so it can be set to auto-cast. This will really easy the pain on out fingers.

PST: To address Dybz.9275 concerns above, just make the first skill auto-attack and increase its speed. Leave the others as area targeting.

Talking about underwater, can you also make the game remember our choice of underwater kit. Every time I go out of water and go back in I need to change to the kit again, which is really annoying.

Thank you ANet team.

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Posted by: ShadowX.4639

ShadowX.4639

If the kits and weapons behave the same how come they don’t behave the same? Wouldn’t they be the same type of coding involved? Seems like you could just copy the bit of code that makes auto attack into the weapon kits? Probably just wishful thinking.

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Posted by: Zaalg.3217

Zaalg.3217

What about the grenade kit? Any chance to make them throwable directly at the enemy instead of area targeting? The same behavior as underwater. If not all of them at least the first skill so it can be set to auto-cast. This will really easy the pain on out fingers.

I’d definitely be in favor of an auto-attack skill 1 rather than the area targeting. Nerf the damage if necessary to make that happen.

(edited by Zaalg.3217)

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Posted by: striker.3704

striker.3704

until the auto attack is fixed, couldn’t you simply control+click the skill to make it into an auto attack?

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

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Posted by: Redfeather.6401

Redfeather.6401

You have to ctrl+click every time you equip the kit.
If you like swapping kits often it’s not worth the hassle.

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Posted by: mOOnRaBBiT.8913

mOOnRaBBiT.8913

until the auto attack is fixed, couldn’t you simply control+click the skill to make it into an auto attack?

you can but if you switch back to rifle/pistol/shield or switch kit, the auto-attack you set will be gone.

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Posted by: Gillysan.1962

Gillysan.1962

Hooray! It’s going to get fixed.

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Posted by: Kithzyan.5034

Kithzyan.5034

Any chance of a temporary fix of just setting kit skill #1’s (except Grenade on land of course) to be auto-attack by default on equip? I can think of notably less times i’d want AA off than the times I want it on, on switch.

…assuming of course thats not harder to implement than whatever intended fix is in the works, though given its 3 BWE and release since it was first mentioned, i’m guessing its a real brainteaser.

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Posted by: Mercykiller.8791

Mercykiller.8791

For the grenade, the solution is simple (in concept, not necessarily in programming). Have it ground-attack auto-target and just keep tossing them, i.e. it tosses wherever your cursor is continuously. Then you can just lead them. Heck, for non-instant ground targeting just have a solid green circle you can move around as they auto-throw. People with programmable keyboards can already sort of do this, although it’s a weird workaround.

sraelkin.com

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Posted by: Pete.4712

Pete.4712

I love the engineer, especially the backpacks, but this issue of having to re-enable the same thing over and over is getting very old

I hope they look into it and soon