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Renny.6571

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  1. Aim-Assisted Rocket, when originating from the Mech, is combining the player's and mech stats when dealing damage. Also the cooldown of the trait is independent of each other.
  2. As the title states the trait Aim-Assisted Rocket , and by extension the Orbital Strike, is currently adding both the player and mech power/ferocity stats when it originates from the mech. The resulting damage from this trait is currently dealing insanely inflated damage. I've only tested this in WvW-balanced maps, but I imagine its the same for all game modes. Screenshot of dmg log for example: https://imgur.com/kDhYckA Can also provide video if people are skeptical, but I invite you to test it yourself. - EDIT - Did some further tests in SPvP lobby exclusively using Net Shot to proc Rocket Punch and AAR. Found that the increased damage is also prevalent with spvp balance and also that AAR's cooldown for player and mech are independent of each other. Dmg Log: https://imgur.com/Y0s6Mx4 - EDIT 2 - Tested with PvE balance. It's plain to see the mech rocket/orbital is dealing ~2x the dmg of the player's, despite having lower stats. Dmg Log: https://imgur.com/jsb0Zp2 PvE stats (with fury only): https://imgur.com/Bc5CP2W
  3. Its not even debatable that toolbelt should at least be accessible when the golem is stowed. You're already sacrificing a whole specialization slot when there's no golem on field, that should be a satisfactory tradeoff by itself.
  4. The bar would be broken instantly and then just insta killed before the 5sec stun is over.
  5. Well, that was one of the suggestions I posted just above. Make the specialization weapon interact with the golem. Rewatching the VoD, the pulsing barrier GM trait is unique per game mode, so it's most likely nerfed in wvw/pvp and it directly competes with the 20% signet effectiveness which is the only support interaction the kit has with the golem.
  6. Except you can barely support your mech. 4shrug
  7. - Toolbelt skills when mech is stowed; mech skills replace toolbelt while its active. Simple and the most needed change. - Mace autos should heal the golem on top of providing barrier on the 3rd chain skill. There's no synergy between the player and the golem atm. - Reduce cd of mech by at least 50%. 100sec is way too long. - Change traits to have some interaction with the player. There's only 2 traits that gave some benefit when the golem wasn't active.
  8. No. Once again, the hitbox for all the characters are consistent no matter what race or size they are. All skills will land if the game detects a clear line of sight (ie. no collision with objects) based on this hitbox. In the example of grenades, smaller characters will clip their grenades through the object if the game detects it has a clear path. The inverse is that nades will detonate prematurely on some terrain even if it looks like the character model could reach over it, simply because the character hitbox is smaller than the character model. In the first video you linked, the area you are throwing grenades has uneven terrain. When the cursor is at lower elevation, the throwing arc of the grenades is changed, which is why the collision with object in between occurs. In both examples you show in this video you're moving the cursor between higher and lower target elevation and the collision with the object can be seen in both characters. The second video simply proves that larger characters are superior for throwing nades in first-person because the camera is much higher and allows you to see terrain from a higher angle. To prove a point, I purchased another character slot to make a minimum sized asura and then compared throwing grenades to a fixed location (high point to have the largest throwing arc) with an object that is clearly much larger than the asura character model. I recommend you watch them both side by side. Asura collision example Charr collision example It's very plain to see that the nades are landing in the exact same spot on both characters, even though the asura model is clipping through the staircase while the charr model throws over. The early detonations on both characters can be explained by nades having a random x-axis origin point (to simulate a "spread pattern") from the character hitbox which is hitting the staircase's taller hitbox on the right-hand side.
  9. Admittedly, I haven't tested this extensively nor do I have space on my account to make a minimum size character, however it's been my experience that the game uses standard hitbox detection for most skills, regardless of the character animation. In the example of nades, shorter characters simply have animations that clip through terrain if the game detects a valid los for the skill. Charr nades Human nades
  10. The racial differences of nade spread pattern is false. Race/character height doesn't affect nades in any way. Also, this entire thread just overcomplicates using nade and mortar kit. The only important options are instant cast ground targeting and allow skill retarget. I would recommend to new players to use fast cast ground target with indicator until they get a feel for the size of the aoes and swap to instant cast.
  11. You can get good stab uptime from elixir u and elixir b/bulwark gyro toolbelt. The problem isn't with Objects in Motion its with how superspeed (and by extension quickness) is applied. Anet shot themselves in the foot with Qscrapper when they changed Speed of Synergy. There is not enough build freedom if you want to apply group SS.
  12. RIP an actually good trait that gave scrapper viability in spvp. Now it is still doodoo in pve and omega buffed in zerg wvw.
  13. No. Superspeed will overwrite no matter what the duration is.
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