Turret Bug List [It's finally shrinking!]
I’ve already informed the team about the Rifled Turret Barrels trait. It looks like the version of the turret with this trait enabled is using the old damage values.
Hi there.
Is it itended that if you put down the net turret…than wait 2 …3….4…or 5 seconds and thn you overcharge it you waste the overcharge ability? The only way to see that elecrtified net is to overcharge the turret as soon as possible…otherwise you can forget your stun.
Is it intended that if you overcharge the rocket turret and your target does 2 steps forward, or back….or right….or even left your explosive rocket is wasted? it does not hit at all…( maybe i should stun my target before the missile launch with my elecrtified net lol ? )
Btw thx for the elixirs changes they are awsome…but please do something with the still existing 22 turrets bugs…they are here since launch …seriously this is becomeing hilarious guys
(edited by Ederyn.3107)
Technically, as they’ve legitimized the Net Turret’s fire rate of 13 seconds, there’s 21. Just sayin’ – I know, more than most, how bugridden the Turrets are.
Hey, thanks for this thread. I used to main an engineer, but with how broken the class is, I’ve moved on. (To a new main, I should say)
-Mike O’Brien
Because we can’t be angry about both?
(edited by Guhracie.3419)
Next problem: Now that turrets target the same target as the engie, when an engie uses an AOE skill, the turrets are useless, as they bounce from one target to the next in the aoe without firing.
Guhracie: I can only hope that this will help get the class fixed.
Keysha: Do you mean that while the AoE is in progress, Turrets don’t seem capable of picking a target, or that Turrets can’t choose a target after the AoE finishes?
I askin order to gather information prior to my testing of the issue; the more I know about a suspected issue, the more likely that I’ll be able to replicate it, and know that I have done so.
For me, it is if I am using aoe-based attacks, such as grenades, the turrets will not shoot anything as they are moving from target to target trying to match up to mine. If I pause, it will target the closest target to it, or if I single-target it will attack that. But, for me, spamming grenades with a turret out = useless turret.
Ah. I don’t think that’s a bug.
Here’s what I think is happening, and why I don’t think it’s a bug so much as the result of lackluster implementation:
The turret is still trying to attack your last-damaged, it’s just that the last-damaged changes before it fires, so it has to aim again…and again…and again…and never quite fires.
Not a bug, just the result of a poorly-implemented idea – I imagine it would work fine for you if you were fighting a single enemy.
the sheer number of problems just from turrets have not been fixed in my experience especially with the problem of them being instakilled when any mob sneezes on them. Good luck I’ve been waiting a year now for gadgets and turrets to be functional so I can finally move out from being an all grenade or all elixir pistol engineer. Still waiting at this point.
I like how you listed them tho it was very precise!
Tigirius: Thanks. I’ll hope this thread helps them get Turrets to work, though I’d rather they fixed the bugs before figuring out balance considerations; every time they change the balance, they break something, and the plethora of bugs probably makes it difficult to tell whether they’re balanced or not to begin with.
On that note:
1 New Bug Added 2:06 AM, 10/17/2013 Rocket Turret is rolled back to a previous version with Rifled Turret Barrels. Confirmed by staff.
I won’t bother making a new thread for this one. I cannot corroborate Rifled Turret Barrels failing to increase range.
…Side-note: Hang on, ‘version’ of Rocket Turret? How many versions of Turrets are there? If it’s one for every single trait combination, that’s a potential 216 versions of Turrets. That…can’t be right, can it? That’s not seriously how many turrets there are in the code?
(edited by Anymras.5729)
Thanks for staying on top of these issues, Anymras. You and Stinvec are Bug Forum all-stars.
That said, I can’t say that every turret issue listed is going to be fixed in the 10/15 patch, but we’re off to an awesome start.
Stay tuned!
Anet’s back up strategy when they can’t fix them all: fix none of them and throw in another bug for fun
They technically fixed the Net Turret’s faulty fire rate…by setting the tooltip to say it’s supposed to fire every 13 seconds, which in turn implies that they stealth-nerfed Turrets.
…Side-note: Hang on, ‘version’ of Rocket Turret? How many versions of Turrets are there? If it’s one for every single trait combination, that’s a potential 216 versions of Turrets. That…can’t be right, can it? That’s not seriously how many turrets there are in the code?
From another site:
[Tulki] – I think the most ridiculous thing is that there are four versions of each of the turrets that are still in the game and all of them have different stats.
Version 1: The regular version that’s always supposed to be there.
Version 2: The extremely overpowered version that’s only available for one second after you deploy a turret. Its stats match your real level no matter where you drop it at. Yes, it’s possible to strike a level 10 mob with a level 80 turret shot. You can deploy a thumper turret in Queensdale and immediately use its chain skill to one-shot a swarm of low-level mobs with a level 80 thump crit.
Version 3: Ground-targeted turrets that you get with a trait. These turrets are several patches behind for some reason.
Version 4: Supply drop turrets. These have weird damage. The flame turret here doesn’t seem to scale with the engineer’s condition damage and they have wonky health values. They seem to do a bit less damage. These turrets also turn way faster when switching targets and are generally more responsive.
Version 4x: And now we know that for some stupid reason, enabling a trait will cause the rocket turret to revert itself.
Tigirius: Thanks. I’ll hope this thread helps them get Turrets to work, though I’d rather they fixed the bugs before figuring out balance considerations; every time they change the balance, they break something, and the plethora of bugs probably makes it difficult to tell whether they’re balanced or not to begin with.
On that note:
1 New Bug Added 2:06 AM, 10/17/2013 Rocket Turret is rolled back to a previous version with Rifled Turret Barrels. Confirmed by staff.I won’t bother making a new thread for this one. I cannot corroborate Rifled Turret Barrels failing to increase range.
I can, two things happened when I was fighting the champion in nageling the turrets weren’t further away than I was and they were spread out but they simply wouldn’t fire at the giant until he was practically right on top of them, then the hp’s weren’t there and further didn’t help the ranger nearby either on his pet because off of them died instantly when the giant did it’s typical stomp wave.
So they have a long way to go and that’s why I’m pushing for the 85% 90% AOE immunity for pets summons and devices because without that protection they’ll die instantly everytime even in sPVP and WVW.
Keysha: Wow, that’s both better than the potential massive number and worse than what they should be doing, probably.
I wonder why they don’t just have one set of main, base turret code and a series of functions called if the user has traits, with the range indicator checking the actual range of the Turret against the position of the player in order to account for distance?
Seems to me that it would make patching easier, but I’m not sure if there’s some kind of other kitten in the middle keeping it from happening.
Tigirius: As much as I would appreciate buffs to Turrets, this is a bug thread.
Bringing balance concerns into things muddies the waters of what is and is not a bug, and forces me to ask for clarification if the enumeration of a balance concern is phrased in such a way as to imply a bug where there is actually none.
Now, about Rifled Turret Barrels: Were you within their normal ranges, or outside of their normal ranges? My testing of the bug occurred in Lion’s Arch, targeting the Targeting Dummies, and the trait worked fine there; it strikes me as improbable that it functions differently against hostile and pseudoneutral targets.
Not sure if this would classify as a turret bug, but the underwater tool-belt for rocket turret requires a ground target. Meaning, it can only aimed at terrain (like grenades on land).
That wouldn’t be a bug, so much as another, probably unintentional, result of a badly-executed change and/or mechanic, just the same as Deployable Turrets failing to function entirely underwater – everything’s still working like it should, it’s just not well-done.
Further testing of the Rifled Turret Barrels range issue has led me to think it’s related to the Rifled Turret Barrels-Overcharge Range issue, wherein RTB does not improve the range of Overcharges. Rocket Turret, in particular, seemed to toggle off and on when I used Overcharges, while Rifle Turret simply chose not to fire until the overcharge was worn off.
As the Mortar Elite is, currently, technically a part of the Turret class, I’ve also begun testing it for bugs.
So far, Mortar bugs are as follows:
- Mortar will occasionally jam, and allow you to queue skills without it executing any of them. When it stops being jammed, it fires two #1 shots. The duration of jamming varies; at one point in testing, it was about seven seconds. It appears to be triggered by rapid use of skills, but it’s difficult to formulate a replication method beyond ‘Use Mortar skills in rapid succession.’ It can even be triggered by simply using Skill #1 repeatedly.
- Mortar, and its skills, do not receive any reduced recharge from Elite Supplies. Other benefits appear to be functional.
- Mortar Global Cooldown is unpredictable, varying between .5 and 1.3 seconds, independent of skill choice; .5 and 1.3 were the extremes seen while using Skill #1.
Threads will be made for reference.
Another Mortar bug added.
I know Elite Supplies is already fixed internally.
Thanks, Anymras. I’ll forward these to QA to be looked at.
I was just wondering something, I have read that patch note a lot of time but can’t find anything about the changes made on rocket turrets (+ toolbelt)? Is the burning effect something you guys wanted to remove (sinds it got a small direct damage increase) or is it something that wasn’t intended sinds the tooltip on the action bar still shows the burning duration?
Apparently, the Rocket Turret and Toolbelt changes were included in the German patchnotes.
That said, I don’t read German very well, and it’d be nice to see an English version.
Just a reconfirmation in light of the new targeting system:
Turrets do not currently attack World Bosses.
The new targeting system did not act as an indirect fix.
I don’t know if there’s any kind of ETA on getting this fixed. Wish I did.
I made a turrent engineer shortly after launch last year, since then I have been constantly frustrated by how lackluster turrents are.
What I’ve observed is that turrents seem to be too hard for devs to develop properly. That is, the investment required out ways anything they would gain (How many people are engineers? How many want to use turrents?). So they place resources else where.
I’m sure a time will come when they will apply themselves to turrents, till then they will simply marginalise it as they have other priorities.
I admire what Anymras has done, and maybe he’s gotten the dev team to talk more about turrents…. We can always hope.
The Warrior turns to the guardian and says, “Did you hear something?”
Guardian replies, “No, but how’d the elementalist die?”
Don’t hope too hard – as it stands, precisely two bugs on this list have been addressed: Mortar’s supposed to now be affected by Elite Supplies, and Net Turret’s really supposed to have a 13-second firing cycle.
And this is supposed to be the fruits of a great start. Either the ‘great start’ involves breaking whatever encryption the original programmers (the Illuminati, perhaps?) put on the Turret code, or it’s that they’re even aware of Turrets again.
Beyond just turrets there are other big bugs. Super speed still does not work right and toss elixir s when underwater does it’s old stealth or stability RNG though the tooltip is current the way the skill is supposed to work. Acidic elixirs with toss elixir s causes stealth debuff. Among many many others.
Yes, but this is a thread about the many bugs on Turrets, thus the thread title. If I were to make a thread about all the Engineer bugs, it’d be titled, simply, Engineer Bug Compilation.
Flame Turret not putting out smoke screen? What distance is it at? If it’s a range that it would need Rifled Turret Barrels to activate at, RTB’s range boost doesn’t work on overcharges for some reason.
If anyone has more Turret bugs to report, reminder that this thread exists. Post ‘em here, the staff has acknowledged the thread several times (and only two things on it have been addressed, but that’s beside the point).
Please check whether it’s already listed, though.
If anyone has more Turret bugs to report, reminder that this thread exists. Post ‘em here, the staff has acknowledged the thread several times (and only two things on it have been addressed, but that’s beside the point).
Please check whether it’s already listed, though.
I’m sorry that you’ve been reading more about engineer bugs than the devs, Anymras.
That said, would you consider the way healing turret behaves to be a bug? Double tapping it when dropped causes it to overcharge instantly, but casting it a second time without detonation or using the OC a second after you drop it triggers a very long cast animation.
Yeah, me too. Awkward, that.
Whether I’d consider that a bug or not depends on one factor, and one factor only:
Does it activate its first iteration of the firing cycle before the attempt to overcharge it, or does it not?
If it does fire before the Overcharge is attempted, and is subsequently subject to a long cast time: It’s just a result of the way that overcharges work. They’re not used, so much as they are queued for the next available iteration. Whether this is a good thing or not is debatable in other threads, as it is certainly intentional.
If it does not fire before the Overcharge is attempted, and is subject to a long cast time: That’s a bug.
Yeah, me too. Awkward, that.
Whether I’d consider that a bug or not depends on one factor, and one factor only:
Does it activate its first iteration of the firing cycle before the attempt to overcharge it, or does it not?If it does fire before the Overcharge is attempted, and is subsequently subject to a long cast time: It’s just a result of the way that overcharges work. They’re not used, so much as they are queued for the next available iteration. Whether this is a good thing or not is debatable in other threads, as it is certainly intentional.
If it does not fire before the Overcharge is attempted, and is subject to a long cast time: That’s a bug.
As soon as a healing turret drops, it applies regen and heals the engineer. After that, there’s a 3 second cycle between regeneration applications, which can be considered it “firing”. If I dropped the turret and waited two seconds and then used the OC, it won’t trigger overcharge on the next “shot”, it would start that stupid spinning animation and take 1-2 seconds to make the water field and all the other OC effects. Mashing the kitten out of it will create the effect instantly only right after the turret is first created, much like the thumper turret bug that deals normal level 80 damage in low level zones.
Hm. I’ll have to test that – it could be either an issue of the animation being extra-long or the skill queueing improperly.
God forbid this thread get buried
Happens from time to time; I don’t worry about it overmuch. They know it exists, they should be working on some of these bugs.
If fixes aren’t incoming, I hope that a restructuring of Turrets in general is.
Of course, I doubt anyone will tell us whether any of these are being worked on (and the proper PR response would be to say so, one way or another). Between the silence and the lack of fixes, however, it’s incredibly easy to come to the conclusion that Anet doesn’t care.
This is particularly aggravating for me, in light of my having bought the game because I wanted to play a Turret-using Engineer, but kitten happens.
Add that good software release cycles are inherently slow. Oh, you can release stuff in quick succession, but any single item has weeks of pipeline to go through to get from start to finish.
Skipping steps may get you a solution faster. It will also get you new bugs faster too, because QA won’t have time to spot them.
Picture, if you will… Things seem bad now with turrets… What about all the bugs in the game that were spotted and fixed before players ever saw them?
And then there are the bugs for endless amusement… The sleeping jump from the first semi-open beta.
Oh, I knew things would take time. They’re not miracle-workers, after all.
Gives rise to the question of “So, what’s taking so long on finding out whether the slower fire rates are due to a bug, or if the tooltip is wrong,” however. Telling us what part of the issue is the issue doesn’t risk breaking everything, but instead, we got one tooltip out of five (Healing Turret doesn’t even list a fire rate) changed, and nothing since. Are we supposed to assume that the slower rate is accurate because they changed a single tooltip?
Some of these bugs seem like they’re actually difficult things to fix…and then there’s things like that, where they don’t even need to change any code beyond what shows up in a tooltip. To me, their inaction gives the impression of apathy.
Reinforcing the impression is that they’ve yet to address an exploitable bug resulting from 5/6 Deployable Turrets replacing Toolbelt skills with Detonate too early, while Healing Turret is completely unaffected by the issue due to only replacing the skill once the Turret hits the ground. By having the other Turrets do the same, they could, seemingly quite easily, prevent a double-detonation exploit.
As for QA spotting bugs with Turrets – almost every time they change something, they break something else. Does QA sleep through their Turret tests? That’s the only explanation I can come up with, beyond them simply not caring, for them to miss Deployable Flame Turret’s lack of cooldown reduction (which stayed that way for weeks). There’s also the more recent issue wherein Rifled Turret Barrels turned the Rocket Turret into a strange half-step between the version with less Direct Damage and Burning, and the version with more Direct Damage and no Burning, making it simply deal less Direct Damage with no Burning (this issue got hotfixed, after an outcry).
Bugs purportedly resolved: General “Rifled Turret Barrels doesn’t work with Overcharges,” really. I’ll be testing these to confirm momentarily, and I will strike them from the list (moving them to this post for archival purposes) if they are well and truly resolved.
Partially Resolved, see below for details:
https://forum-en.gw2archive.eu/forum/support/bugs/RTB-doesn-t-affect-Rif-Net-Fla-Turret-OCs/first#post2957994
Introduced:
Net Turret now deactivates entirely post-Overcharge with Rifled Turret Barrels traited.
If Overcharge fires, no shots are fired afterward.
If Overcharge does not fire (for example, due to the Overcharge window being small enough that it can run out before the next iteration of the firing cycle), no shots are fired after the Overcharge runs out.
This is most definitely not RTB turning off after Overcharge, as I’ve made sure to test it very, very near to the target.
Unresolved:
Flame Turret Overcharge (Smoke Screen) still does not activate at ranges greater than default maximum.
Thought it was fixed, it wasn’t:
https://forum-en.gw2archive.eu/forum/support/bugs/Eng-Thump-Turret-Radius-anomaly-w-RTB/first#post2730199
Suppose it’s a good thing I don’t use Net Turret much anyway, but I can’t help but be disappointed that it’s been broken worse.
(edited by Anymras.5729)
Two more bugs to be added:
RTB doesn’t work with Deployable Turrets
RTB has no effect on range indicator
And a BUMP
Bill Kilgore – [BIER] –
Edit: Both of these can be considered confirmed.
RTB having no effect on range indicators is a bit of idiocy I simply haven’t thought to report yet.
List updated with bug reported by Tulki: Rifled Turret Barrels deactivating range increases.
Through testing, I have found that RTB does deactivate when Overcharges of Thumper and Rocket Turret are used, but not Flame or Rifle.
Net Turret turns off after Overcharge anyway, so I didn’t test that one.
Healing Turret doesn’t get RTB benefits at all, didn’t bother testing Overcharge. Not sure if that’s a bug or not, would appreciate any kind of dev input regarding.
All in all…we’ve got four more on the list, including the one that’s actually been in since launch but never really got reported, to my knowledge.
(edited by Anymras.5729)
New bug added: Tooltip discrepancy.
(edited by Anymras.5729)
Okay, we’ve got some attempts to fix Turret bugs, such as the Net Turret’s “Well, I’ve shot my load” philosophy on being overcharged. I’ll be testing that.
Testing complete, both with and without Rifled Turret Barrels. It doesn’t succumb to ennui after using its Overcharge. It even functions properly with Rifled Turret Barrels!
Somebody give it a party hat for being one of the only Turrets to not be bugged.
Except that it probably still doesn’t contribute to achievements or trigger rune-procs.
Now, I don’t want to be a cynic…but did they break anything?
Archival: Bug report moved here for future reference if necessary.
(edited by Anymras.5729)
Front page bump.
Also, the “fix” to Mortar is a horrible joke. Imagine bringing your sports car to the shop because the engine would stutter when going at speeds above 150 km/h. And now please tell me how you’d feel when they tell you they fixed it by limiting the top speed to 70 km/h.
Being the most expensive skill (and elite too) in the engineer’s armory* it should outdamage/outplay any other skill. Right now it is outshined by the untraited grenade kit. Even the pistol’s autoattack is more useful…
*Edited for hilarious kitten filter
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
A fix is a fix.
If it fails from a balance perspective, then it fails from a balance perspective, but a bug got fixed.
It’s been a little since patch; any more bugs found to be added to the list, or are we still up-to-date?
Also, anybody know anything about whether these are even being worked on? I mean, I know they’re theoretically being worked on, but c’mon, they didn’t develop close to 30 bugs by having people pay attention to them.
For once, bugs were reported that I could not verify as bugs.
Also, workaround for Rocket Turret Overcharge turning RTB’s Range boost off:
Overcharge it again. It’ll fire the Overcharge rocket and then a normal shot.
I’d ask if there’s any chance of getting an update on whether these are being worked on, but I doubt both getting one and them being worked on.
I also find the very idea of balancing these ludicrous given their current state. What, is the idea that they’ll magically be able to balance them despite their massive amount of bugs? If I were to report every single Turret bug in its own thread, the 25-item front page of the Game Bugs boards would be nothing but Turret bugs, and there’d even be some on the next page.
And yet…somebody thinks they’re going to be able to balance them without them working properly.
(edited by Anymras.5729)
I keep checking back on this topic every once in a while. I noticed the Mortar jamming bug is also the case for ALL other usable sieges in both PvE (ex: Tequatl Turrets) and WvW (most noticable the Arrow Cart) but the WvW jamming seems to limit itself to those sieges in which you didn’t spent Rankpoint in.
Just to clarify that this isn’t a bug that is limited to the Engineer Mortar.
But to stay ontopic: To be really honest I think this wil get ‘fixed’ sooner if they made a total rework on the skills rather than revise the skillscripts.
I am still hesitant to call any of the following fixed:
Range
Intervals
Recharge
AoE blasts
Trait benefits/alterations
Damage and whatever affects damage values.
Also a potential bug (needs more proper testing) is the blastfinishing in all the ways possible with turrets. I get the feeling that the window for healingturret overcharge (waterfield) for example is a lot shorter than Super Elixir’s Light Field.
That clarification may indicate that it’s something to do with the class of object that Mortar is in, so that might help them eventually fix it. I also agree on just reworking – it’s obvious that the current system is not working out, from the length of this list.
Blast finishing testing? Do you mean whether the Blast Finishers actually do Blast Finish, or is it an issue with the combo fields? Not asking to be a snark or nag, but I test any Turret bug reported and if I can duplicate it (or if there’s video evidence), it gets on the list.
The more specific information I have, the easier it is to duplicate.
My first character was an engineer mainly Because of Turrets. I even got him to lvl 80, but I just couldn’t deal with the BS after awhile. Every few months I check back in to find this topic, hoping that they might’ve fixed just half of the problems listed here.
Unfortunately…I’m starting to think they’re just going to try to balance around them.