Showing Posts For digitalruse.9085:

Mortar nerf

in Engineer

Posted by: digitalruse.9085

digitalruse.9085

as for vuln applications @manuhell, it seems odd to me that the fields dont tick vuln from steel packed powder on things because its inconsistent with how bombs work — fire bomb and smoke bomb pulse vuln. i think the mortar fields ought to as well. perhaps its an oversight or a bug.

I am going to test and confirm this. If true, I will add it to the bug thread.

Qwerkk – Asuran Engineer

Engi Mimicing Other's Skills?

in Engineer

Posted by: digitalruse.9085

digitalruse.9085

As for the walls, you saw the toolbelt skill for Elixir U:

https://wiki.guildwars2.com/wiki/Toss_Elixir_U

As Penguin suggested, the “perma” stability is likely the Juggernaut Grandmaster trait in Firearms.

Qwerkk – Asuran Engineer

Baseline changes and clarification

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Posted by: digitalruse.9085

digitalruse.9085

FWIW, I have added these as bugs to the Engi bug mega thread:

https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-Updated-Consolidated/

We’ll see how they are treated.

Qwerkk – Asuran Engineer

Engineer Bugs (Updated & Consolidated)

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Posted by: digitalruse.9085

digitalruse.9085

I’m actually being even more OCD about. I’ve pulled all the posts into a word doc and am doing character counts to tetris them in for the most efficiency. I’ll make the changes soon.

I was already thinking about how to trim the fat off the fixed ones, but I don’t want to loose some of that descriptive detail. We’ll see how it goes! XD

Qwerkk – Asuran Engineer

Engie skills take longer to execute?

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Posted by: digitalruse.9085

digitalruse.9085

Yeah, it seems to be a global bug introduced on Tuesday as other Professions are reporting it. It is really noticeable when toolbelt skills are mixed into your queue.

It seems like any toolbelt skill with a cast time can’t que another skill after it. Incredibly annoying for SD builds unless you always run utility goggles+rifle turret.

It is on the epic list of Engi bugs in that forum. Fear not.

Qwerkk – Asuran Engineer

Engineer Bugs (Updated & Consolidated)

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Posted by: digitalruse.9085

digitalruse.9085

Forum bugs. Weee.

Qwerkk – Asuran Engineer

Engineer Bugs (Updated & Consolidated)

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digitalruse.9085

Shouldnt “automated medical response” also “Cleansing Burst” rechargen? In my experience it only recharge the turret itself and not the overcharge and is useless so..

I think Healing Turret is the actual healing skill in this case, so I hesitate to call it a bug on the face of it.

What you could do is detonate it as your HP gets to the recharge threshold so the actual skill recharges and you can drop and spam it again for quick heal/overcharge/blast.

Qwerkk – Asuran Engineer

Problem with skill queuing since Patch.

in Bugs: Game, Forum, Website

Posted by: digitalruse.9085

digitalruse.9085

This is also happening with Engineers. It gets worst when you add toolbelt skills into the mix.

Qwerkk – Asuran Engineer

Engineer Bugs (Updated & Consolidated)

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Posted by: digitalruse.9085

digitalruse.9085

They have made comments in the past that their dev environment does not accurately reflect the live environment. So, bugs often crop up after patches are deployed as a result.

Admittedly, that seems odd compared to what I am used to at work.

Qwerkk – Asuran Engineer

Kit Visuals

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Posted by: digitalruse.9085

digitalruse.9085

This is an excellent idea!

Qwerkk – Asuran Engineer

Engie skills take longer to execute?

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Posted by: digitalruse.9085

digitalruse.9085

Yeah, it seems to be a global bug introduced on Tuesday as other Professions are reporting it. It is really noticeable when toolbelt skills are mixed into your queue.

Qwerkk – Asuran Engineer

Mortar nerf

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Posted by: digitalruse.9085

digitalruse.9085

I get the feeling you don’t play engi.

lol.

Yeah… you might play engineer… but you’re no Vee Wee. <3

Qwerkk – Asuran Engineer

Engineer Bugs (Updated & Consolidated)

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Posted by: digitalruse.9085

digitalruse.9085

Okay. Updates made. I guess I should have reserved more posts. I am running out of characters. I only get 5000.

Qwerkk – Asuran Engineer

Engineer Bugs (Updated & Consolidated)

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Posted by: digitalruse.9085

digitalruse.9085

Holy moley! I’ll get started on the edits. Thanks for the responses and the attention to detail.

Alchemical Tinctures do not works with Elixir Gun #4 #5 and with tool belt abilty Healing Mist. And do not interact with the Inversion Enzyme trait as well. (maybe intended)

I think the Inversion Enzyme converts the condition into a boon with the remaining time instead of it becoming a new boon application. I’ll try to test it.

Also, Alchemical Tinctures says Elixirs that “are thrown or consumed”, so I believe this is working as intended. (P.S. – Both Dulfy and Intothemists have not updated their trait text so I don’t recommend using their tooltips until they do)

Grenade 1-4 exploding on collision with enemies wasn’t in the patch notes, but is fixed.

Still a bug. Only happens with Grenadier equipped though.

Qwerkk – Asuran Engineer

(edited by digitalruse.9085)

Training Dummies in LA

in Guild Wars 2 Discussion

Posted by: digitalruse.9085

digitalruse.9085

Did they bring them back and I just can’t find them? If not, can we find a not to heinous place to put them? They were very handy back in the day.

Qwerkk – Asuran Engineer

Mortar nerf

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Posted by: digitalruse.9085

digitalruse.9085

Seems like Explosive Powder is working now as intended. But still huge damage nerf.

Tooltip updates. Damage stays the same as far as I can tell.

EDIT: Okay… weird… the golems in PvP show it, but the training dummies in SW don’t…

Qwerkk – Asuran Engineer

(edited by digitalruse.9085)

Mortar nerf

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Posted by: digitalruse.9085

digitalruse.9085

All this states is that the conditions for the combo pop-up is that the mokitten has to travel through or land in the field.

It does not state that a projectile finisher will apply it’s effect in the AoE the projectile causes.

I agree that the context of that statement would appear to imply that the combo effect is supposed to occur in the AoE, but it is not explicitly stated in his post. For all we know, it is actually working as intended.

If that popup appears, I think it is reasonable for the the effect to actually fire. It’s a bug either way. My hope is the bug errs in the favor of being a unique behavior for the skill.

Qwerkk – Asuran Engineer

Mortar nerf

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Posted by: digitalruse.9085

digitalruse.9085

A note on this: the projectile finisher is very poor.

For something like stoning that the ele has, it’s relatively simply to use because the projectile is targeted towards the enemy.

For the mortar, the actual projectile has to touch the enemy once it combos with the field. Simply being in the AoE explosion radius does not apply the finisher effects.

So it’s like having to manually target your ele staff auto attack, and line up the projectile just right so that it hits the enemy directly.

As such, it’s actually much better at just dealing raw AoE damage since the combo potential is too inconvenient. Maybe if they let the combo finisher apply in the AoE it would serve the purpose you describe, but it’s just not there at the moment.

It’s also bugged. See Josh’s post on how it is supposed to be working:

https://forum-en.gw2archive.eu/forum/professions/engineer/What-s-the-deal-with-Mortar/5165482

When it is an AoE projectile finisher like it is supposed to be, it will be much more interesting.

Qwerkk – Asuran Engineer

Mortar nerf

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Posted by: digitalruse.9085

digitalruse.9085

If this happens, then it’ll be a more reasonable 18% nerf, though I feel 10-12% should be the max.

I meant to take a before shot of the damage before patching, but forgot. So I can’t crunch the numbers on what exactly the real loss is or will be. =/

Qwerkk – Asuran Engineer

Mortar nerf

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Posted by: digitalruse.9085

digitalruse.9085

FWIW, it is still not receiving the +10% correctly from Explosive Powder. The tooltip updates, but actual damage dealt is not correct (I was doing 600-670 with and without Explosives line). You can test this on dummies in Silverwastes. So, actual nerf might be more along the lines of 10-15% not 27%.

Maybe they are adjusting it before the fix is applied. They did fix Shrapnel after all. They also still have to fix the projectile finisher and MK#1 will be pretty neat to use.

Qwerkk – Asuran Engineer

(edited by digitalruse.9085)

Engi bug with karka hunt in LA

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Posted by: digitalruse.9085

digitalruse.9085

From /u/ScaretacticFhang on Reddit:

the “bug” where you drop the gun bundle to shoot the karka happens because you have NOT THE SAME SKILLS underwater as you have on ground. Swap your skills to be the same on both ground and under water and you wont drop the bundle anymore

Tested and confirmed to work. Even with Kits equipped.

Qwerkk – Asuran Engineer

Engineer Bugs (Updated & Consolidated)

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digitalruse.9085

you might specify for grenade barrage that if grenade quantity was made baseline, then barrage should have 7 grenades not the current 6.

Mortar kit 1 targeting circle is too small. Tested on golem herd in HOTM and compared to other mortar skills. Functional radius appears to be correct while target looks like its either 120 or 180 radius

Fire blast, FT #2 no longer listed as a blast, but functions as one.

So noted! Thanks.

EDIT: also, flame blast requires a target, I dont think this was always the case

That is the behavior I have always known. No target? It hits the dirt.

Qwerkk – Asuran Engineer

(edited by digitalruse.9085)

Engineer Bugs (Updated & Consolidated)

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digitalruse.9085

The rifled barrels trait which increased the range of pistol, rifle and elixir gun by 200 was supposed to have been made baseline but hasn’t been made baseline.

Im not sure if rifled mod (10% rifle dmg) and deadly mixture (15% flamethrower and elixir gun dmg) have been made baseline and if these were supposed to have been made baseline.

You are right that it was mentioned in the first stream. I’ll add it, but they may have made the decision to not make some of those traits baseline.

Elixir U have its fury listed as haste and its might listed as something else. It does not apply its might when out of combat. HGH works on it tho and that might will be applied outside of combat.

With HGH, Elixir U applies Quickness and Might and either Frenzy or Haste. Since Frenzy gives 5 might stacks and HGH gives two they are combining to make a total of 7. I tested drinking it a few times. All appears to be working as intended.

Also, I will cross bugs off the list if a Dev confirms their status as working as intended or not.

Qwerkk – Asuran Engineer

(edited by digitalruse.9085)

Engy bugs 23/6/15

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Posted by: digitalruse.9085

digitalruse.9085

Added these to other thread.

Qwerkk – Asuran Engineer

Engineer Bugs (Updated & Consolidated)

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Posted by: digitalruse.9085

digitalruse.9085

Reserved
/15chars

Qwerkk – Asuran Engineer

(edited by digitalruse.9085)

List of Engineer bugs [23 / 06 /2015 Patch]

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Posted by: digitalruse.9085

digitalruse.9085

No worries. Good to have one here too cause not everyone visits that forum.

I did add yours to the new thread too.

Qwerkk – Asuran Engineer

List of Engineer bugs [23 / 06 /2015 Patch]

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Posted by: digitalruse.9085

digitalruse.9085

I also started a much more detailed consolidated thread so I could keep the OPs updated.

https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-Updated-Consolidated

Qwerkk – Asuran Engineer

Engineer Bugs (Updated & Consolidated)

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digitalruse.9085

Reserved
/15chars

Qwerkk – Asuran Engineer

(edited by digitalruse.9085)

Engineer Bugs (Updated & Consolidated)

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Posted by: digitalruse.9085

digitalruse.9085

  • Update 12:
    Closed Mortar Kit not receiving benefits of explosive powder and shrapnel
    Closed HGH does not increase the duration or reduce recharge of Mortar Kit skill 5 (Elixir Shell)
    Closed Mortar Kit skill #4 (Flash Shell) behaving incorrectly
    Closed Mortar Kit skill 1 missing radius on tooltip
    Moved Mortar Kit request to restore old recital
    Closed Minipets interfering with normal skill behaviors
    Closed Skills Still Affected by Movement Speed
    Closed Unable to complete Lion’s Arch Exterminator
    Closed Grenade kit underwater usage
    Closed Smoke Bomb always detonates at your feet regardless of where it is placed
    Closed Elixir Gun skill 2 (Elixir F) not an ‘elixir’
    Closed Elixir Gun skill 4 (Acid Bomb) not applying Might to allies in range
    Closed Med Kit skill #1 has no sound
    Closed Elixir Gun toolbelt skill does not gain HGH duration
    Closed Cooldowns of Toss Elixir skills are inconsistent when used on land or water and moving to the other environment
    Closed Grenadier shortens Grenade arcs to increase speed
    Closed Aim Assisted Rocket not triggering Shrapnel
    Closed Over Shield not reducing Shield skill 5 cooldown
    Closed Over Shield not apply the proper amount of Protection
    Closed Over Shield not benefiting from Boon Duration
    Closed Cleansing Synergy only removing one stack of a condition
    Closed Experimental Turrets not applying to Supply Crate
    Closed Throw Elixir X not removing conditions with Alchemical Tinctures
    Closed HGH not applying cooldown to Hidden Flask
    Closed Underwater versions of Toss Elixir skills are not benefiting correctly from HGH and Alchemical Tinctures
    Closed Rifled Barrels does not appear to be baseline
    Closed Bomb Kit not applying Forceful Explosives
Qwerkk – Asuran Engineer

(edited by digitalruse.9085)

Engineer Bugs (Updated & Consolidated)

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Posted by: digitalruse.9085

digitalruse.9085

CHANGE LOG

  • Update 1:
    Added Bomb Kit animations are inaccurate or inconsistent
    Added Medkit skills 2-5 can be picked up by Minis
    Added Mine dropped by Streamlined Kits while equipping Grenade Kit behaves erratically
  • Update 2:
    Updated HGH does not increase the duration or reduce recharge of Mortar Kit skill 5 (Elixir Shell) with corrections
  • Update 3:
    Added Detonate Minefield Tooltip is inaccurate
    Added Smoke Bomb applying blind once every two seconds
  • Update 4:
    Tested and noted bug fixes from 6/24 patch
    Updated Mortar Kit not receiving benefits of explosive powder and shrapnel – While shrapnel now works, explosive powder still does not.
  • Update 5:
    Added Gadgeteer allows you to use a Gadget twice
    Added Skill keys are shown incorrectly on the skill bar
    Added Static Discharge damage and targeting is inconsistent
    Added Rifled Barrels does not appear to be baseline
    Added Deadly Mixture does not appear to be baseline
    Added Rifle Mod not appear to be baseline
    Updated Mortar Kit skill 1 missing radius on tooltip and retical shows wrong radius
    Added Flamethrower skill 2 tooltip missing “Blast Finisher” description
    Added Kinetic Charge trait behaving incorrectly when detonating a turret
  • Update 6:
    Added Kinetic Charge trait behaving incorrectly with Mine Field toolbelt
    Added Reactive Lenses not functioning as expected
  • Update 7:
    Added Toolbelt Skills Interfering with Skill Queuing
    Added Adrenal Implant not stacking with Vigor
    Added Supply Crate Detonate only providing 1 Blast Finisher
    Added Over Shield not reducing Shield skill 5 cooldown
    Added Med Kit skills only removing one stack of a condition
    Added Throw Elixir X not removing conditions with Alchemical Tinctures
  • Update 8:
    Reorganized list to categorize bugs and recover characters in each post
    Added HGH not applying cooldown to Hidden Flask
    Added Mortar Kit skills 2, 3, and 4 not pulsing damage
  • Update 9:
    Moved several items to Toolbelt category where they belonged
    Added Med Kit skill #1 has no sound
    Added Aim Assisted Rocket not triggering Shrapnel
    Added Over Shield not apply the proper amount of Protection
    Added Over Shield not benefiting from Boon Duration
    Added Advanced Turrets reflective shield not visible in large battles
    Removed Flamethrower skill 2 tooltip missing “Blast Finisher” description – Provided clarity
  • Update 10:
    Modified Minipets interfering with normal skill behaviors to include patch changes and continued bugs
    Modified Mortar Kit skill 1 missing radius on tooltip, retical shows wrong radius to add request to add bad old targeting reticle to allow for more precise aiming
    Closed Grenade Kit skills 1-5 pierce targets – 7/7 Patch
    Added Smoke Bomb always detonates at your feet regardless of where it is placed
    Added Med Kit skill #1 animation makes it difficult to see who is affected while moving
    Added Cooldowns of Toss Elixir skills are inconsistent when used on land or water and moving to the other environment
    Closed Grenade Barrage grenades fly random directions underwater – 7/7 Patch
    Closed Incendiary Ammo not apply correct amount of burning stacks – 7/7 Patch
    Closed Detonate Minefield Tooltip is inaccurate – 7/7 Patch
    Closed Mortar Kit toolbelt skill Orbital Strike is Unblockable – 7/7 Patch
    Added Grenadier shortens Grenade arcs to increase speed
    Added Aim Assisted Rocket damage different when kit is equipped
    Closed Evasive Powder Keg has a 10 second cooldown – 7/7 Patch
    Closed Grenadier Adept Trait bugs Grenade Barrage – 7/7 Patch
    Added Cleansing Synergy only removing one stack of a condition
    Added Automated Medical Response not resetting the cooldown on Cleansing Burst
    Added Underwater versions of Toss Elixir skills are not benefiting correctly from HGH
    Added Static Discharge not working with healing or ground targeting skills
    Closed Gadgeteer allows you to use a Gadget twice – 7/7 Patch
    Closed Adrenal Implant not stacking with Vigor – 7/7 Patch
    Closed Kinetic Charge trait behaving incorrectly with Mine Field toolbelt – 7/7 Patch
  • Update 11:
    Modified Traits that cause damage appear to be using incorrect weapon damage formulas to include other damaging traits
    Reopened Grenade kit underwater usage
Qwerkk – Asuran Engineer

(edited by digitalruse.9085)

Engineer Bugs (Updated & Consolidated)

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Posted by: digitalruse.9085

digitalruse.9085

Welcome to the Official Non-Official Engineer Bug thread!

We are doing our best to catalog and test the bugs that have either been affecting Engineers or have been around for a really long time. While this thread originally have all the bugs listed out on multiple posts, there were so many bugs that I ran out of room. Additionally, trying to use the formatting offered by the forums was frustrating at times. So, all that said, the lists were transferred to a Google Doc that you can find here:

GW2 Engineer Bugs Google Doc – Last Update 7/8/2015

I am doing my best to keep this document updated on my own, but if you would like edit access, can follow the established format, and clearly articulate the details of a bug and how to recreate it, I would be happy to have your aboard.

Additionally, if you are a Dev and having access to this document for your own purposes would be helpful, please PM me and we’ll work out the access stuff.

Thank you to everyone for all their efforts thus far in providing info and testing things. Feel free to hit me up in game to discuss or test anything as well.

Best.

Qwerkk – Asuran Engineer

(edited by digitalruse.9085)

Engy bugs 23/6/15

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Posted by: digitalruse.9085

digitalruse.9085

Qwerkk – Asuran Engineer

Engy bugs 23/6/15

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Posted by: digitalruse.9085

digitalruse.9085

-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?

Qwerkk – Asuran Engineer

Rifled barrels baseline, or?

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Posted by: digitalruse.9085

digitalruse.9085

Currently it is not.

In previous streams they did mention that they were considering making it baseline. There is another thread in the forums where we are tracking and testing. Also, some traits and skills are bugged which is making things harder to test.

https://forum-en.gw2archive.eu/forum/professions/engineer/Baseline-changes-and-clarification

Qwerkk – Asuran Engineer

Old LA setting in instances

in Guild Wars 2 Discussion

Posted by: digitalruse.9085

digitalruse.9085

It was done on purpose. Chronologically, those events took place in the LA from 2-3 years ago. Same goes with the missions at Fort Concordia (which was destroyed by Mordy).

Qwerkk – Asuran Engineer

Small Bag of Spirit Shards

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Posted by: digitalruse.9085

digitalruse.9085

I had to go into a PvE map to open it

Qwerkk – Asuran Engineer

Things we know

in Guild Wars 2 Discussion

Posted by: digitalruse.9085

digitalruse.9085

In the meantime keep the feedback and bug reports coming, and I guess farm up some world bosses.

For those of us actively posting in our class or bug forums, would Reds mind posting or confirming bugs so we can move to providing feedback on meaningful things and not burn cycles on confirmed issues?

Qwerkk – Asuran Engineer

Engy bugs 23/6/15

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digitalruse.9085

Mine field doesn’t seem to have forceful explosives baseline. The explosions are much smaller than they were pre-patch.

The Detonate Tooltip says 240 on that one. Trying to test range on dummies, but it is hard cause they fly out a random. It is looking more and more like they mean for forceful explosions to be baseline, but things got goofed.

Qwerkk – Asuran Engineer

Are piercing pistol shots gone?

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Posted by: digitalruse.9085

digitalruse.9085

We’re tracking some of the baseline changes and trait omissions here:

https://forum-en.gw2archive.eu/forum/professions/engineer/Baseline-changes-and-clarification/first#post5199445

It does indeed look like it is gone. (Other than the grenade bug! XD)

Qwerkk – Asuran Engineer

Engy bugs 23/6/15

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digitalruse.9085

New Bug: Bomb Kit bombs are only 180 effective range even though all the detonation and skill effects show a 240 range. Josh talked about making this baseline in the streams, so this just seems like an oversight. Tooltip and range need to be corrected.

Qwerkk – Asuran Engineer

Baseline changes and clarification

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digitalruse.9085

Great. Will adjust post and add to bug thread.

Qwerkk – Asuran Engineer

Engy bugs 23/6/15

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digitalruse.9085

Ground targeting for Turrets is no longer available. I heard someone say it’s supposed to be baseline but it only seems to apply to Supply Crate.

Looking over my notes from the first and second streams I don’t see a mention of it for baseline.

My guess is that people dropping them in impossible to reach (and thus kill) places was a big part in removing that trait.

Qwerkk – Asuran Engineer

Engy bugs 23/6/15

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digitalruse.9085

  • Grenadier turns Grenade Barrage into the old Grenadier Barrage, including the old cooldown and 1500 range.

It looks like the tool tip is wrong and they are actually going 1200… which is still wrong. XD

Regardless, that would point to the base for the old skill as you’ve already.

It is definitely shooting the same distance as my mortar skills. 1500 seems to be correct in the mists at least.

kitten . I went all lysdexic and read the 5 as a 2 on MK. gg.

Carry on, citizens!

Qwerkk – Asuran Engineer

Engy bugs 23/6/15

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digitalruse.9085

  • Grenadier turns Grenade Barrage into the old Grenadier Barrage, including the old cooldown and 1500 range.

It looks like the tool tip is wrong and they are actually going 1200… which is still wrong. XD

Regardless, that would point to the base for the old skill as you’ve already.

Qwerkk – Asuran Engineer

no F5 for Racial Elites

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digitalruse.9085

Considering their place as “fluff”, I’d be really surprised if this gets looked at.

Qwerkk – Asuran Engineer

Engineer Bug list

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digitalruse.9085

Qwerkk – Asuran Engineer

Engy bugs 23/6/15

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digitalruse.9085

Orbital Strike(Mortar F5) is unblockable but the tooltip doesn’t state this.

Oh my. Lol thats unintended for sure. No way that should be unblockable on such a short cd and potential double cast.

Played with it in a private arena. It hella telegraphs and doesn’t hurt that much. For being supplemental to the elite skill I could actually see it being intentional.

Qwerkk – Asuran Engineer

Kits swap to main weapons when downed.

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digitalruse.9085

Because kits are bundles, you’ve always dropped them when downed.

Qwerkk – Asuran Engineer

LA Exterminator Impossible on Engineer

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digitalruse.9085

This will indeed work

Qwerkk – Asuran Engineer

Engy bugs 23/6/15

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Posted by: digitalruse.9085

digitalruse.9085

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.

Thanks for the update and thanks for the tip. I’ll pass it along to people frustrated in map chat.

Qwerkk – Asuran Engineer