Graven X.6091 Posted November 1, 2021 Share Posted November 1, 2021 F1-F3 skills: Sometimes shoot into nothing if you don't have a target locked.F1-F3 skills: Sometimes feel unresponsive, mech won't execute command.F1-F3 skills: Would be very helpful if cooldown timer numbers were visible on all these. 1 Link to comment Share on other sites More sharing options...
Kodama.6453 Posted November 1, 2021 Share Posted November 1, 2021 On 10/28/2021 at 3:36 PM, Tazdingo.8249 said: I found it too. It looks bug to me because you gain alacrity whenever you apply any boons, not only barriers. Did you use sanctuary runes? Because then everything works as intended and it is not a bug. Compounding chemicals in alchemy heals you whenever you apply a boon. Sanctuary runes give you barrier whenever you are healed. The mechanist trait gives alacrity whenever you gain barrier. It is a cascade of different effects which logically lead to giving you alacrity whenever you give yourself a boon. 1 1 Link to comment Share on other sites More sharing options...
Tazdingo.8249 Posted November 1, 2021 Share Posted November 1, 2021 6 hours ago, Kodama.6453 said: Did you use sanctuary runes? Because then everything works as intended and it is not a bug. Compounding chemicals in alchemy heals you whenever you apply a boon. Sanctuary runes give you barrier whenever you are healed. The mechanist trait gives alacrity whenever you gain barrier. It is a cascade of different effects which logically lead to giving you alacrity whenever you give yourself a boon. You are right! I've totatlly forgotten that trait lol. Link to comment Share on other sites More sharing options...
Ten.2617 Posted November 1, 2021 Share Posted November 1, 2021 (edited) Possible Type: AI • Looks like the bot uses the engineer's line of sight when using ranged attacks. It shoots at wall or obstacles instead of search for a clean shoot. • Looks like the bot only fights at melee even with jade cannons equiped. It goes at melee before auto-attack the target instead of do it at equiped weapon range (1200). • Looks like the bot attacks randomicaly any thing even out of combat while using Aerial Bombardment (J-Drive). It attacks any thing, agressive or not, within 600 radius from engineer instead of do it on-damage-done or on-damage-taken regardless of it's range. Edited November 1, 2021 by JETWING.2759 Link to comment Share on other sites More sharing options...
bethekey.8314 Posted November 30, 2021 Share Posted November 30, 2021 (edited) When the mech is killed, it goes through a long animation (ambiguous when it ends). If you press the elite signet before this animation is complete, the signet goes on full cooldown and does nothing. Edited November 30, 2021 by bethekey.8314 2 Link to comment Share on other sites More sharing options...
Daywalker.9710 Posted November 30, 2021 Share Posted November 30, 2021 Not sure if its a bug or previously mentioned but sometimes when I use the elite skill, if the enemy is either higher up on the ground than my mech (e.g. due to a hill), or lower, the mech skill wont hit it. 1 Link to comment Share on other sites More sharing options...
Athel.2076 Posted November 30, 2021 Share Posted November 30, 2021 (edited) The naming bug seems fixed. Still blocks gathering if you dismount to gather and the mech can't be re-summoned (like on a narrow ledge). If you move around a bit, allowing for the mech to spawn, you can start gathering again. If you dismiss the mech, mount, then dismount, the mech is re-summoned. Spawning into a map without the mech summoned, if you mount, then dismount, the mech dismissal animation will play. Mounting again will summon the mech. The mech still targets random mobs, even neutral ones, near your point of dismount, easily putting you in combat even if you just dismounted to gather. Going into gliding and landing or de-activating the glider will re-summon the mech. It will then target a random nearby mob as described above, putting you in combat. Overclock signet active seems to misfire, at least when firing at a slightly upward angle. The active goes through its full cycle, but stops in mid-air like if you are out of range. 21 hours ago, Daywalker.9710 said: Not sure if its a bug or previously mentioned but sometimes when I use the elite skill, if the enemy is either higher up on the ground than my mech (e.g. due to a hill), or lower, the mech skill wont hit it. This, but I'll have to confirm it for targets below. EDIT: confirmed, good call. Edited December 1, 2021 by Athel.2076 2 Link to comment Share on other sites More sharing options...
Dakiaris.2798 Posted November 30, 2021 Share Posted November 30, 2021 The golem isn't critting like it should. The paper doll says that it has 70% crit chance but sitting here for the past 15 minutes letting it auto attack the golem I've noticed that even with mass distributor the thing is only critting at 25% which is due to having fury and the base 5% chance. Link to comment Share on other sites More sharing options...
Atrossity.3716 Posted November 30, 2021 Share Posted November 30, 2021 (edited) EDIT: It appears that mace auto attack 3 does not grant barrier if no mech is summoned, no matter the trait choice. Mechanist trait "Mech Frame: Channeling Conduits" states When you or your mech apply barrier, also grant alacrity to the affected target. With no mech summoned and this trait selected, mace auto attack does not grant barrier, and therefore no alacrity. Side notes: Tested on Special Forces Area Golem with no-one else in party. Cannot confirm if it gives to other players, but it does not give to self. Barrier signet correctly grants barrier and alacrity with no mech summoned. Edited November 30, 2021 by Atrossity.3716 further testing edit Link to comment Share on other sites More sharing options...
hugo.4705 Posted November 30, 2021 Share Posted November 30, 2021 It seems like my rectifier signet doesn't work, it doesn't give me heal pulse every second but an instantaneous amount of health, dunno if right amount too. Like mechanist v1, the mech is sometimes stuck like right hand to the sky like a well known displaced gesture. Sometimes after using its pew pew lasers arms it keeps that position with elbow in angle pointing at foes with the two arms/ Link to comment Share on other sites More sharing options...
xhyc.2078 Posted December 1, 2021 Share Posted December 1, 2021 (edited) Mech Core: J-Drive trait is still bugged. This is the trait that's supposed to make the signet passives work even after you've used the signet. However, if you use a signet and then mount and dismount the trait stops working and you are not getting the passives anymore until the signet recharges. Edited December 1, 2021 by xhyc.2078 Link to comment Share on other sites More sharing options...
Diovid.9506 Posted December 1, 2021 Share Posted December 1, 2021 This might've been mentioned before but if you use traits that increase condition duration (such as Serrated Steel and Incendiary Powder) they affect the duration of conditions in the tooltips you see in the trait window of the F1 to F3 skills but they don't affect the tooltips of the actual F1-F3 skills on your bar. I haven't actually tested whether the skills actually have the trait tooltip duration or the skill bar tooltip duration. Link to comment Share on other sites More sharing options...
TinMan.2765 Posted December 1, 2021 Share Posted December 1, 2021 Using Overclock Signet while stowing the golem puts the elite skill on full colldown (without casting the actual skill). Link to comment Share on other sites More sharing options...
bethekey.8314 Posted December 2, 2021 Share Posted December 2, 2021 Jump pads on skyhammer despawn your mech 1 Link to comment Share on other sites More sharing options...
bethekey.8314 Posted December 2, 2021 Share Posted December 2, 2021 Energizing slam (Mace 2) only applies 2 stacks of confusion when it says 3. Link to comment Share on other sites More sharing options...
Stalima.5490 Posted December 2, 2021 Share Posted December 2, 2021 The trait "Mechanized Deployment" in the tools traitline does not reduce the cooldown of the mech abilities, only the cooldown of resummoning the mech. As static charge works with these abilities, I would assume they count as toolbelt skills and thus should also get the 15% cooldown reduction. 1 Link to comment Share on other sites More sharing options...
philvaneyck.1932 Posted December 3, 2021 Share Posted December 3, 2021 There is a bug, where the Mech will get recalled automatically and crashes down after. And repeating all the time. Link to comment Share on other sites More sharing options...
Niki.8567 Posted December 3, 2021 Share Posted December 3, 2021 After the character leaves water and is not mechanist the mech appears. 1 Link to comment Share on other sites More sharing options...
santenal.1054 Posted February 28, 2022 Share Posted February 28, 2022 (edited) If you click "Crash Down" with your cursor (instead of using your F4 keybind) the mechanist will constantly keep doing "Recall Mech"and "Crash Down" everytime they come off cooldown. (you can see that this happened only the second time I manually clicked "Crash Down" at 0:20) This loop can be interrupted by using your F4 keybind. Edited February 28, 2022 by santenal.1054 1 Link to comment Share on other sites More sharing options...
Forestnator.6298 Posted March 1, 2022 Share Posted March 1, 2022 (edited) Using rifle skill "Jump Shot" will let the Mech disappear alot. Especially if you use "Jump Shot" with some distance. It seems like most of the time "Jump Shot" is "too much in the air" and counts as "fyling". Unfortunately, Mech does not reappear after landing. Jumping around as f*** helps out to making him appear again. Very annyoing - makes playing rifle very frustrating. Edited March 1, 2022 by Forestnator.6298 Link to comment Share on other sites More sharing options...
GrayHawk.7560 Posted March 1, 2022 Share Posted March 1, 2022 (edited) Was just in Drytop fighting one of the mini bosses and my mech ended up under the sand in limbo (skills unusable etc) stuck in a mountain until I used shift signer and that brought it out again. Edited March 1, 2022 by GrayHawk.7560 Link to comment Share on other sites More sharing options...
UNOwen.7132 Posted March 3, 2022 Share Posted March 3, 2022 The trait Jade Dynamo is intended to proc 33% of the time in PvP. However, it appears to proc at a much lower chance, with 3 attempts at 80 attacks yielding 6, 7 and 6 procs respectively. Link to comment Share on other sites More sharing options...
Darkhart.4769 Posted March 3, 2022 Share Posted March 3, 2022 (edited) Alchemy Trait (Compounding Chemicals) increase concentration on player but does not increase or work with Mech's concentration on 50% or 100% inherited stat while the Firearms Trait (Thermal Vision) that increases expertise works. Edited March 4, 2022 by Darkhart.4769 1 Link to comment Share on other sites More sharing options...
SeTect.5918 Posted March 3, 2022 Share Posted March 3, 2022 I think the stats dont inherit properly. I have 1637 condition damage on my mechanist. Mech only has 1500. Even if infusion wouldnt count, that would be -90 condi dmg so they count. Runes would be -225 so these seem to count too. I dont know how my mech can reach only exactly 1500 condi dmg. Is it capped at 1500 maybe? Aside from that, food stat bonuses also dont inherit, same for fractal pots. maybe not a bug but I find this sad because other players get full stat bonuses from them while mechanist does not because mech attacks deal same damage as without food. Means: other players get like 100% of that food buff while you only get 60%-70% of that buff because your mech isnt affected by these buffs. Link to comment Share on other sites More sharing options...
Darkhart.4769 Posted March 3, 2022 Share Posted March 3, 2022 (edited) While not a mechanist bug, Engineer Explosive Trait [Short Fuse], [Explosive Temper] and [Big Boomer] doesn't trigger on normal rocket turrets attacks. After experimenting on different attacks that have explosion description on it, i found that the normal attack from the rocket turrets whilst have explosion on its description, does not trigger the three trait mention but the overcharge attack from the rocket turret does. While other trait such as [Shrapnel] and [Steel-Packed Powder] does work on both rocket turret's normal attack and overcharged. Edited March 3, 2022 by Darkhart.4769 1 Link to comment Share on other sites More sharing options...
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