twitch.tv/doctorbeetus
Engy bugs 23/6/15
twitch.tv/doctorbeetus
-Incendiary ammo (flamethrower toolbelt) only gives 1 stack of burning per application instead of the 2 stacks listed on the tooltip
I’m not able to reproduce this one. I consistently proc 2 burns on a target.
-Incendiary ammo (flamethrower toolbelt) only gives 1 stack of burning per application instead of the 2 stacks listed on the tooltip
I’m not able to reproduce this one. I consistently proc 2 burns on a target.
I just tested it too and was also proc’ing two burns. What were you trying?
Automated MEdical Response and Gadgeteer cause AED to totally malfunction. AMR doesnt work AT ALL with AED as well as sometimes activating the skill when its overcharged causes the skill to just whiff and go on cooldown.
Incendiary Ammo seems to be procing 2 stacks of burn over 3 attacks, it should be 2 each attack if im reading the tooltip right.
Incendiary Ammo seems to be procing 2 stacks of burn over 3 attacks, it should be 2 each attack if im reading the tooltip right.
Yup, I read that as Incendiary Powder earlier. You are correct. It is only proccing 1 burn per attack.
With no real consistency, it seems like using the new Gadgeteer trait can actually cause you to use an ability twice. I’ve had two stacks of A.E.D., used Personal Battering Ram twice, and even Utility Goggles has been used twice. I still don’t know what causes it.
With no real consistency, it seems like using the new Gadgeteer trait can actually cause you to use an ability twice. I’ve had two stacks of A.E.D., used Personal Battering Ram twice, and even Utility Goggles has been used twice. I still don’t know what causes it.
It seems that the overcharged gadgets are treated as seperate skills. So you can use the normal skill and then get overcharged, then the overcharged version will come up.
twitch.tv/doctorbeetus
- reactive lenses does not trigger after you get stunned or knocked down
- mortar kit does not trigger ICD of streamlined kits
[Skol]
(edited by Haralin.1473)
Had a bug last evenig after the patch in PvP.
I took the “explosives” trait line but all minor traits were greyed out and had no effekt. There also was no connection between the former standing Mayjor traits and these minor traits traits (i.e. frim start to 1st minor, from Adept to 2nd minor and from master do 3rd minor). There were connections between the minors and the next major traits.
Testet it with the first one, create bomb on dodge but there didn’t appear such a bomb (yes, I was infight^^).
When mining an ore node while equipped with either the flamethrower kit or the elixir gun kit, the character will use the kit to farm the node instead of a mining pick.
Elixir Gun – 4 (acid bomb) doesn’t removes conditions while u have aclhemy specialization ON, though it suppose to do so according to grandmaster (3) minor trait in that line.
Elixir Gun -5 (Super Elixir) removing only 1 condition when u have alchemy line on aswell.
Seems same with Automatic Elixir S trait (master in alchemy), at least it doesn’t says in tooltip that it has condi removel ability.
When mining an ore node while equipped with either the flamethrower kit or the elixir gun kit, the character will use the kit to farm the node instead of a mining pick.
Add the Grenade Kit bundle in there as well. The satchel hangs from it.
Will update once Path of Fire releases.
Didn’t read so sorry if repeats.
- Bombs in bomb kit that say 180 radius are 180 radius, but the graphic effect covers 240 radius.
- When swapping from 1 kit to another, the auto attack for the equipped weapon (rifle/pistol) is fired while wielding the new kit.
- Mortar kit #4 applies blind/pulses once every 2 seconds while the tooltip states once every 1 second.
- Siege Rounds trait makes mortar kit #4 refresh once the extended duration of 6 seconds ends, resulting in the impact animation occurring a second time, and the total duration being 12 seconds.
http://www.twitch.tv/impact2780
So it doesn’t get lost:
https://forum-en.gw2archive.eu/forum/support/bugs/Experimental-Turrets-glitch
One workaround mentioned in this thread and confirmed as functional: Unequip all kits (do not have them in your skill bar) when you attempt to complete this achievement and you should be able to do so.
I cannot confirm this. I tried swimming multiple times, with different (land and water) non-kit skill sets. As soon as I am forced under water, the rifle is gone.
I can only quote /u/Lenitas who already summed it up perfectly in a recent reddit post:
If a weapon is required, please make it an inventory items [sic!] instead of a merchant bundle.
Tyrian Intelligence Agency [TIA]
Dies for Riverside on a regular basis, since the betas
Going to just post my comprehensive list from the engineer subforum into this thread!
Heya everyone! Been thinking we ideally should make a bug collection thread that gets updated by everyone here over time!
Try to keep this list updated and bumped to the top to help Anet devs fix these issues as fast as humanly possible, please! If new issues come in, try to post them in replies. I’ll not be checking this list all day but I’ll try to make sure to keep everything in here!
Mortar Kit:
- Shrapnel Trait not triggering on #1 (See here)
- The Projectile Finisher on #1 needs to pass through the target and does -not- proc on hitting a target with the aoe explosion radius
- Radius skill fact missing on #1
- #1’s explosion does not reflect the actual hit radius. Possibly intended.
- Flash Shell (#4) visual not in place. Lights up twice over all pulses.
- Orbital Strike: Attack visual sometimes does not proc in Zerg fights. Likely related to the Effect Reduction option. Makes it hard to impossible to judge the laser’s timing.
- Streamlined Kits: Gunk effect on switch does not trigger trait cooldown. Can be spammed indefinitely.
Grenade Kit:
- “Grenadier” trait causes the toolbelt grenades to be 1500 range and have an extra grenade. Currently only way to retain Legendary effect.
- Legendary effects on Grenade Barrage do not get triggered unless traited with Grenadier.
Bomb Kit:
- Animations are currently off timer. Particularly while running, this causes your character to seemingly telekinetically move your bombs up and down. Likely not the intended finalized bomb kit animation set.
- Skill facts on bomb kit skills showing wrong Radius. (180 instead of 240.)
Medkit:
- Medkit skills 2-5 can be picked up by Minis (See here)
Grenade Kit:
- Streamlined Kits procced Mine randomly explodes. Sometimes instantly, sometimes never, sometimes after a short delay.
Reactive Lenses:
- Trait sometimes does not proc a stunbreak even if it is not on cooldown. (See here)
Jara Ariasdottir (Soon all classes proper!)
I think I found one that hasn’t been mentioned, (I haven’t seen it in any of these lists cropping up that I’ve noticed)
Detonate Mine field, (The second command on the mine’s toolbelt after you’ve already dropped a minfield) has an incorrect tooltip.
It displays a single large hit of power damage to a single target. Around 6k damage with my stats. The actual numbers act as they should though. All the mines blow up for about 600 damage each with 5 separate explosions on multiple targets.
(edited by Arioso.8519)
Mortar #4 doesn’t tick blind each second, does each 2 seconds instead.
(Tooltip sais it should be each second)
I highly suggest putting all those bugs into
this thread because that way it stays vailable with an overview! Or atl east cross-check if they aren’t already listed!
Jara Ariasdottir (Soon all classes proper!)
3. Medkit 1 can not be channeled like Flamethrower and as a result is very inconsistent, not sure if this is intended or not. But its clunky and needs fixing.
Really hate that animation. Makes it difficult to tell where your healing is going.
smoke bomb only pulses once every 2 sec and only 3 times, maybe same bug as mortar blind
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Added these to other thread.
Impossible to complete LA Exterminator achievo solo as an engineer since the karka rifle is lost when entering water (need to traverse waterways to access some of the karkas). It will auto swap to harpoon gun.
Thanks for the reports. The team is aware of this and will roll out a fix when they can do so. One workaround mentioned in this thread and confirmed as functional: Unequip all kits (do not have them in your skill bar) when you attempt to complete this achievement and you should be able to do so.
Saw the recommendation and was excited to try it when I came home from work. It does not work, at least not for me. Please fix this, or at least make the gun an inventory item. I do not have any alts, so my 80 engineer is all I have. Please remedy this soon.
Mechanized Deployment (recharge of your tool belt skill is reduced by 15%) does not reduce the cooldown of bandage self (med kit).
(edited by santenal.1054)
Elixir U does not appy it’s 5 might stack while outside of combat (it does however apply might stacks from HgH).
Elixir U have Fury listed as Haste both when traited and not traited with HgH
Backpack Regen doesn’t seem to reliably work with mortar kit.
I haven’t been able to reproduce this one. Not sure how I managed it the first time.
(edited by Knox.8962)
Wasn’ t rifled barrels (the 200 range increase trait for rifle, pistol and elixir gun) supposed to have been made baseline?
Elixir Gun #4 acid bomb retreat leap is affected by movement impeding conditions. Even though it is not in the patch notes, I think the skill was just overlooked as all other leaps and movement skills were adjusted.
From what I’ve seen both this skill and Rifle #5 Jump Shot are affected by orb carrying on spirit watch, however other movement skills like Heartseeker are not, which leaves us as terrible orb carriers! Still would need more testing on this part.
And another one.
- Orbital Strike: Casting this skill does not allow you to queue up skills after it until the aftercast is gone. For example if I want to set down a Flamethrower Napalm field, I cannot do so unless I mash the button and wait for the aftercast to be over.
- Orbital Strike: Skill gets culled when other effects are happening. Important combat tell not visible that way especially in wvw.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
GRENADES IMBA DMG BUG! CMON! patch it already for queen’s god sake
https://www.youtube.com/watch?v=9zOWZUywrrg&feature=youtu.be
Just cause it’s red, doesn’t mean it is current or accurate. It is in our comprehensive list here: https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-Updated-Consolidated/