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Give the function gyro a light or something

in Engineer

Posted by: whiletruefork.2347

whiletruefork.2347

That’s my big issue with it– I keep spamming the F key from range and sort of… hoping? that’s just bad UI/UX. It’s great when it works (and surprisingly more useful in PvE than I first assumed, especially given the ubiquity of group events in HoT)

A simple gyro fix?

in Engineer

Posted by: whiletruefork.2347

whiletruefork.2347

Assuming for the moment that ANET is going to keep gyros, why not treat them a mix of signets (since we are the only class that doesn’t have them) and turrets (well-established functionality).

For example: when I have the…. healing gyro equipped but not active it “sticks” to me like the function gyro does (or like ioun stones if you’re into it) and provide some small passive. Maybe….. healing power +50? While it’s attached to me I also have the toolkit ability (which makes perfect since since it’s centered on me in the first place). When I deploy it, I lose the passive (a la signets), the toolkit converts to the detonate command (a la turrets) and my skill button turns into some secondary command (a la turrets). Maybe secondary for healing turret is to detonate into a water field rather than a daze.

This could solve basically all of the concerns about stealth gyro:
•standby passive is something nice-to-have but not overpowering, maybe a small on-evade perk
•when activated, toolkit switches to detonate
•while active, the gyro follows you closely…
•UNLESS you activate the skill again, which toggles its “stay put” on and off.

So you can have it hug you if you want to make a run for it and don’t want to worry about the turret falling behind with mecha-legs, and you can command it to stay put and then go off your own way if you want to be sneaky (but fall out of stealth a few seconds later). Granted that’s a pretty substantial buff so I imagine you could it with increased cooldowns, but I expect that would be worth the more fine-tuned control.

Give the function gyro a light or something

in Engineer

Posted by: whiletruefork.2347

whiletruefork.2347

It is basically impossible to see (especially given how tiny it is, even for a norn but especially for an asura). While I won’t pretend that better visibility would salve some of the complaints people have had about it, it would certainly help to feel certain that it was actually deployed (in crowded scenes the nameplate gets easily lost).

Similarly might be nice to have “recharging/waiting/reviving/stomping” status icon in our status bar (think: signets), and maybe a corresponding icon attached to anyone it was enfunctioning. (Possibly these could only visible to us? Shrug?)

asura flinch animations causing misses

in Bugs: Game, Forum, Website

Posted by: whiletruefork.2347

whiletruefork.2347

When an Asuran engineer is using flamethrower, being hit and triggering the flinch animation will cause the flames to veer off to the right. This isn’t just cosmetic: it will stop ticking damage. Applies also to elixir gun’s fumigate (though less noticeable since it can’t be up as often) and offhand pistol’s flame shot. I’ve also seen it

Flinch animations for other races (or at least the Norn) do not appear to impact weapon positioning.