(bug)Mortar, Grenades and Mines, bugged when using on or near destructible environment.
in Engineer
Posted by: LameFox.6349
in Engineer
Posted by: LameFox.6349
I think I managed to replicate this today for the first time. Attacking SM, throwing ‘nades up at some guy on a wall… but they weren’t exploding, just disappearing into it.
Ah well, another to the shopping list of things that would be nice if they worked.
I have no idea either. Leaving it out of the character sheet was a terrible idea precisely for this reason. 10% just isn’t a great enough difference to know for sure through using it whether it’s active… unless you feel like standing in the PVP lobby and firing like 10,000 shots with and another 10k without at the target golems.
One of the elixirs (X? The blue one) gives swiftness, so with elixir recharge (and the resulting boon duration) plus the stim pack from the medkit, you can keep it up quite a while as well. I use it in WvW since I didn’t want points in the last trait line. Can’t remember whether or not it’s 100% uptime though.
I’ve found that in most cases, a turret I place out of reach will just get the ‘invulnerable’ message on every shot, even though the enemy in question was attacking me or another turret.
And yeah… 30% damage reduction is some kind of joke. 60% still wouldn’t help anything but the thumper stand a decent chance of surviving anything. The auto repair would only help them repair between attacks or something if I was defending… but they don’t live that long if they were taking damage anyway, and most of the time I will want to move them then, so self repairing is redundant.
And manual repairs to them… um… yeah, also utterly useless if the turret is actually under attack. I’d be more likely to save it by beating the enemy with the spanner than trying to fix the turret.
It crossed my mind that the exploding thing might make them more useful, but honestly, I wanted to use turrets for the sake of them being turrets – not mildly offensive land mines.
It does seem a bit stupid to give it a range SO SHORT that it can’t even be used from a wall. Then again, the way this game calculates range for ground targeting is stupid anyway. If I can throw a grenade (which explodes on impact) 1500 (of whatever measurement) horizontally, then throwing it from height it should go further not the equivalent of 500 or so (again, in whatever that measurement really is).
And the artillery barrage is already coming from… what, orbit? Pretty far away anyhow. All you’re really doing is signalling it. Shouldn’t be that hard to throw a flare as far as you can throw a cannonball/boulder.
On the bright side, it frees up traits in PVE, because there’s really no point upgrading the range on anything.
So someone goes stealth. Then they attack you. Now technically they aren’t stealthed anymore… but it seems because they ’weren’t there’ earlier, they still have a few moments of invisibility as the game loads them, as if they had been simply off in the distance or something.
At least, I’m assuming they should reappear instantly. While they do reappear – and don’t seem to be cheating with permastealth or anything – it seems like the game wasn’t designed to handle it very well.
I’d guess that charr have stronger arms, but because of the shape a norn would probably be better at lifting/pushing high (like lifting weights over your head) while charr might be better at bringing down a hammer really hard or doing unseemly numbers of push-ups. In fact given that they run on all fours and have what looks like a fair bit of their weight towards the top of their body, push-ups would probably seem funny to them.
Norn appear to have stronger legs, which makes sense since they don’t shift their weight to all fours. Charr probably have stronger muscles in their body itself because they don’t have such a rigid spine to hold themselves upright with, though whether this makes them effectively stronger at supporting loads with it I’m not sure. It would probably be safer for them back-injury wise though.
When it comes to smaller muscles like fingers, I can’t really say from looking at them. I’d guess that running on their hands might help charr a bit there too, but who knows. they only seem to be digitigrade with their feet, so their fingers might not gain much there. Their toes are probably impressive though.
I wouldn’t even question that charr have stronger necks and jaws, ’cause… well yeah. Tails too for that matter.
Though, given the size range, I’m only talking about a roughly equivalent charr/norn.
Yeah, just a heavy pit fighter skin AFAIK.
TBH, even at lvl 80 with full exotic gear, repairs don’t cost a whole lot. I think it’s mostly just a psychological thing. I’m less likely to engage when I’m unsure of the outcome because I hate having to repair my gear. Hell, if it wasn’t for that, I’d happily just charge headlong into losing battles a lot of the time.
Objectives that can be done with small groups
- Mercenary groups (Hylek, Ogres, Dredge, Quaggan)
- Supply Camps
- Dolyak Escorts
- Dolyak Killing
- Quaggan island for lightning
- Sentries
Thanks for the nice list, but when all boils down how effective are these compared to just zerging the main objectives?
Supplies are very important to other objectives. You can’t build siege without supplies, you can’t repair without supplies, you can’t upgrade without supplies… plus, you distract them from whatever else they might have been doing to go take back their supply camp.
Fix for the zerg:
- Allow AE to hit unlimited numbers of player
Currently you can only hit 5 people, but unlimited numbers can hit you, so it’s all about the zerg. In DAOC, 1 person could hit the entire zerg with an AE if they were all bunched up, so you’d end up with cases where 5 people mulched 30.
They actually prevented this from happening in this game. The zerg is “works as designed”.
This would be amazing.
Friendly fire would be terrible.
hm, okay, I guess that figures. It was hard to tell exactly how long since sometimes it would last what seemed like all day, but I guess people had just been sitting on it occasionally and resetting it.
EDIT: and now the first thing I do visiting any fort is gonna be: go interact with every piece of siege equipment.
in Engineer
Posted by: LameFox.6349
I haven’t had my grenades go through a wall, but I do wish my character would learn to throw them OVER objects instead of into them. I mean the little ridge on a wall in WvW is enough to stop them and it comes up slightly past my charr’s knees, what the hell?
It really says something about your ‘elite’ skill when you prefer getting only half of its effect to the full thing.
Orrian for pirate themed engineers
Not the pirate pistol itself?
Khairos.3890And lastly, a female human was sitting, and then a Charr player goes right next to her and uses /sleep (I think it was), and the Charr curled up in a ball perfectly over her.
On my charr engineer if I have a trenchcoat type armour skin, sometimes in events or WvW I notice smaller players just kind of (unintentionally I hope) disappear under there. Awkward…
In before: ‘taking damage’.
Basically I just want to understand the easiest way to keep my siege equipment from de-spawning between uses.
Well I guess that explains the weirdness about it. Pity it’s a magic find exotic though… probably won’t sell it for much.
It’s not so much distance as appearing through objects/walls. I haven’t noticed people with it loading any sooner.
I just got his helmet (just called ’Yakkington’s Helm’) from the mystic forge. Ugly/funny looking thing. Looks like you’re pouting.
Is the name on this a reference to something? Or just completely random?
Are grenades actually that powerful compared to other classes DPS potential? I’ve had them thrown at me in WvW a few times and it was like ‘um, hey, that tickles. Please stop.’ but I guess those guys could have just been terrible.
Machinegun! Or… kit version of charrzooka/pact bazooka? A machinegun would be interesting… it could have high sustained damage but low burst DPS or something, so unlike the warrior’s ‘LOOK OUT, I’M CHARGIN’ MY SNIPER’ skill, you couldn’t just dodge once and be done with it.
Though I guess in function it would basically be a long range flamethrower that didn’t hit as many targets.
here you can see all pistols
Okay, that’s nice but… how do you tell what they’re called then?
I’m guessing you’re a thief and can’t afford to use the skill. Since thieves have some sort of action points instead of cooldown (on weapon skills).
EDIT: okay if it happens on different classes, maybe you don’t have the cooldown set to show up either.
I think most people don’t use /say in general because of the short range. Even in a party I go out of /say range (not that it matters since obviously I use /party in a party but still). To talk to someone in /say you’ve really both got to be quite still, or going to the same places the same time and the same way. Though it’s handy to refer to people in your vicinity, of course.
Ultimately, just shoot the ground. That, or go to less rewarding events (or even a quieter server). When the one proper lvl 80 area <rolleyes> is getting swarmed for farming, it’s just not worth the effort if you can’t AoE without a target (or more specifically, your target is the ground). Sometimes the mobs die before the AoE can get there even then.
What if you use ‘dye remover’? Does it go back to original or something else?
The ‘forging a legendary’ part.
Okay okay, really probably nothing. Honestly I don’t see why soulbound even exists when there’s account bound to be used instead.
@Obed – I think it would be ‘bane’.
It is very simple. The classes or professions that are most akin to “tanks,” with a few exceptions, are in the highest bracket of innate HP and durability. That is the way it works in most games because it is just logical.
You could leave ‘hp’ out of that statement altogether and the meaning wouldn’t change.
If you blow it slightly more out of proportion you can see what I mean. Pretend that thieves had the highest HP. Ignoring the glaringly obvious balance issues, would that make any sense in terms of lore? Thieves and casters (typically) have the lowest HP and durability because they are able to make up for it in other areas.
I don’t think health is measured in points, lore wise. In an environment where everything else was equal, thieves having 30k instead of 10k like everyone else (hypothetically) would make them more durable, which would seem passing strange from a lore perspective… but it’s not equal. So somebody like a guardian can be as ‘durable’ as someone with more hp, because it isn’t just a case of ‘I have lots of life and therefore can absorb more damage’. Maybe you should just look at your health as the red thingy and ignore the number altogether.
The Guardian, strictly from a lore standpoint, should have HP similar to top tier professions, but in GW2 the balancing issues would be problematic since the Guardian has so many defensive options to support their low HP. That doesn’t mean that traditionally Guardian archetype professions/classes should have low HP. It just happens to work best in GW2 that they do.
Again, this really just seems to be the weird way you look at this number in your health readout. From a lore viewpoint, it might as well be that everyone only has health ranging from 0% ‘dead’ to 100% ‘healthy’. Whether yours is divided into 10,000/10,000 or 20,000/20,000 makes no difference, because nobody even knows about that concept in lore; you are durable or not depending on how close to death you come when somebody hits you with a hammer the size of a volkswagen.
To use your thief example, if he had 50k hp and most people had 20k or something, if he lost 1/2 of it to a blow that would take 1/4 off someone else, as far as anyone in his world knew, he would be the frailer one.
Seriously though… why, from a lore viewpoint, would any class have more or less innate ‘health’? I’m pretty sure the idea of stats is altogether external to lore.
You can replace one with another, but the first one is destroyed. Or you can salvage the armour in which case the armour is destroyed and you have a chance of recovering the rune (unless you use a black lion salvage kit, which guarantees the rune survives). But minor runes are cheap, so replacing one shouldn’t matter.
Well, maybe the enemy aren’t what you have to retreat from……
Is there a lore explanation for hitpoints in general…?
You need to be wearing two items with the same rune in it (up to 6 for superior runes).
If they would just fix that ridiculous bug…
Yeah if they’d been respawning based on when you last harvested them, they must just really like me.
Vigil exotic armour? You mean armour you transmuted vigil skins onto, or the vigil set of rare armour?
There’s a lot of them actually. Krytan, Steam, Glyphic, whatever norns have, the Blood/Iron/Ash legion ones… and this is in the starting areas.
I got this from Iron Marches originally, but the place selling the shoulders was bugged for like a week. :|
I tend to just throw sounds at each other. e.g. ‘Kyrgrim (the?) Render’ or whatever. I guess something like ‘summoner’ might make more sense. My last one was ‘Mawren Whirlwind’.
Arcing arrow doesn’t actually set targets on fire, just explodes.
That’s all it does. Any secondary effects come from combo fields it interacts with.
The tooltip is misleading then… this is the same way it lists burning on the skills that actually cause burning damage by themselves.
Not that hearts actually give you much besides access to the vendors. I mean the reward is lucky to pay for teleporting to the zone.
I also love how Anet isn’t freaking out and deleting this thread because of its topic.
That would be silly… they put this stuff in there to begin with.
No boons cancel each other as far as I know…
You could always use an orb instead of the 6th rune.
I think melee attack range in general could stand to be about 150 or so, but otherwise I don’t really think that needs changing.
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