RTB Net Turret deactivates post-Overcharge
Not sure if funny or sad
PvP and Balance QA Embed
Good find, so the bug is if you overcharge the turret when the shot is on cooldown and the overcharge fades before the next shot is ready, it will cease firing. For now it is probably best if you try not to reproduce that. Sorry for the inconvenience.
Thanks.
Skills and Balance/PvP Team Principal QA
Former active member of Team PZ
I have a feeling the fix will be that the turret self destructs after an OC shot. How’d something this obvious fall through the cracks?
Good find, so the bug is if you overcharge the turret when the shot is on cooldown and the overcharge fades before the next shot is ready, it will cease firing. For now it is probably best if you try not to reproduce that. Sorry for the inconvenience.
Thanks.
Not quite. It’ll also stop firing at all if the Overcharge fires, but both versions of the deactivation issue only occur while Rifled Turret Barrels is active.
The only way to avoid reproducing it, if using Rifled Turret Barrels, is to not use Net Turret’s Overcharge at all.
I’m getting somewhat similar results with overcharge delays on the other turrets that have their overcharge on a timer.
Rifle turret won’t produce the overcharge effects at all unless you overcharge the first moment its deployed with rifled barrels and without the trait (although I think that has been there before).
Rocket turret won’t even fire it’s overcharge unless it’s overcharged on its first shot on deployment as well both with and without the rifled barrels trait(partially the case see following). Further experimentation shows that the turret doesn’t fire its overcharge if the overcharge is applied after the rocket fires, but BEFORE the loading sound the turret makes after the shot is fired(the cha gunk).
(edited by Yoshifxe.8346)
Rifle Turret’s overcharge has been broken (no fire rate increase except if overcharged ASAP, then permanent fire rate increase) for quite a while, yes.
Rocket Turret’s overcharge isn’t long enough to cover the entire window between firing cycles. Not sure why it’s never been fixed, but that’s how it is, which might explain something about that issue.