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Karnn.4569

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  1. There we go thank you. That was helpful. Its 900 so its under our average ranged weapons reach except pistol. Wish I could post those pics the mech moves beyond 360 from you to use that attack on a target at 1200. Which doesn't make sense because if the target is 1200 away and the attack is 900 range it should only move out 300. Mind you this is testing on a stationary target that's not even trying to move away from you. The mech actually moves what seems about 480 from you as I'm smack in between the rings for mechanical genius at 360 and the 600 ring for crisis zone. So a range adjustment to make it more fluid with our rifle would be good, giving up 300 range on mech for mortar kit would be ok there's not a lot that goes that far in game.
  2. Maybe its a bug causing my problems I was going to post 2 pictures showing it but we cant now on the new forums so that's a pain. Its easily replicated put a rifle on go in spvp lobby find a golem with some distance put ranged arms on mech. shoot rifle back out till you reach 1200 range recall mech auto attack target watch the mech move to what appears to be 600 from target to shoot. Recall mech stop auto attacking command it to use spark revolver it will shoot out to the range on spark revolver 1200 then when it goes to auto attack move back to halfway between you and target. there is no range description on its ranged auto attack. https://wiki.guildwars2.com/wiki/Mech_Arms:_Jade_Cannons What appears to be happening is the range on auto is much shorter than spark revolver this is causing the mech to always move away from me when using a ranged option. A possible fix to this would be check the range and increase it if needed on the ranged auto. If this is indeed the problem then the leash control wouldn't be a fix to this particular issue. Adjusting the auto attack distance would help.
  3. Gyros were always a mess had issues with pathing because of the same AI as pets. They couldn't path to targets often like theif shadow step or shortbow 5. However I miss when we could use them at range. Now you just fart out a well that follows you. This isn't what I'm requesting for mech at all. I want it to do everything it does now just have control on its movement distance from me. This way I can use it far like it is now or close if I need to keep it out of traffic so to speak. To clarify close and in guard mode able to fight not simply recalled the moment the current mech engages a target again it runs away and spamming recall is not interactive game play its obnoxious.
  4. Ironically when I posted this I wasn't even considering mechanical genius I just wanted more control of the wandering toddler AI we currently are saddled with. But I agree with your sentiment here. Lol like I said above I wasn't even considering MG but your not wrong I have issues with the mech running out of its f2 and f3 buff ranges alot when running ranged. Like the above poster said MG is counter to the pet design. That would need to be looked at but I simply want a better handle on my mechs movement options.
  5. Ok we disagree you've repeating yourself is redundant, you like it as is just say so and be done. Yep if that's how you see it and like how it is now, you could have just said so and be done. Yep if that's how you see it and like how it is now, you could have just said so and be done. Yep if that's how you see it and like how it is now again just say so and be done. See how repeating your self doesn't make your point any more heard it just makes you annoying. Reread the whole thing. Quoting myself how it would interact with other engineer skills that you chose not to read. Also if that's how you see it and like how it is now again just say so and be done. I just took your entire previous post and condensed it for you (I prefer it the way it is seems to work fine for me) good your opinion has been noted there's no reason to continue this with you. Your not sharing your opinion any more your browbeating your opinion onto others in repeat because you simply cannot state you like it as is and move along. This post was a suggestion. Announcing you like the way it is now and dont want change is all you needed to do. The fact you've continued as you have on repeat means you have something else going on you need to handle. Or the most severe case of the Backfire Effect I've seen in years. As going back and forth with you is wasting space now on this post I will be replying to any new commenters only thank you for your understanding.
  6. Explained I have a reason to toggle it and how I would use it more than once your comment below not only assumes otherwise but proceeds to tell me what I want in my preferred style of game play. Telling me I dont want other options when I'm here asking for other options we dont have. Then parroting you can do it with current controls when clearly you cannot as no matter your keybindings the current controls do not support what I'm requesting. You disagree fine I'm not alone in this request and will still make it. Already stated it would not effect how the mech is played if you wish to not use it. So as you've made clear you like it as is and nothing would change for you. The only reasons you have at this point for being argumentative Is you simply like to tell others how to play the game, or your confused as to why someone would want this or trolling. Ive explained it every way I can, if you dislike it you could have just said (I prefer it the way it is seems to work fine for me) and called it at that. Instead you've managed to argue with anything said for the sake of it. Every post Ive made I tried to make my suggestion more clear. Its clear at this point you have nothing to add on this topic other than telling other people they are wrong but not offering any alternatives than GG. If you wish to add to the conversation at this point. Offer a alternative other than GG or counter arguments for the sake of arguing that could have been summarized yesterday in a single sentence that you manage to turn into 6 long unnecessary posts. PERSONALLY I would REALLY like a PILOT-ABLE MECH Which would have been max interaction instead the devs gave us a mech that by design is less interactive as it pilots itself not even in a cool way like Titanfall or Moze in borderlands 3 I'll mention it again cause them robots are cool as kitten. If you wish to make an argument for interaction the current state of the mech should not be it at all its design choice was to make it autonomous. Lets take the focus back to the topic if you like it as is, simply say so and leave it at that. I made this post because myself and others feel it could be better so we can agree to disagree. But I will take the free bumps thank you.
  7. Again we come up against a reading comprehension issue I explained it here how I would use it stop assuming you know how I play the game. Especially as I explained how it would be used before. I will quote it for you. This is an aside however for you I will explain what I wanted and what we never got. I wanted the most interactive mech we never got so let me be clear. I wanted a mech that deployed like a shroud and we piloted it like the asura elite or the wvw golems and this mech would deploy turrets as onboard weapons and kits would synergize by deploying larger variants while onboard the mech. Think titanfall but turrets now deploy on the mech and kits too when in pilot/shroud. These systems existed in game already but we got the pet AI from Ranger that has been plagued with pathing issues from day 1. The current mech is far more Autonomous than I ever wanted and this is why you should assume less and read what people say more. Right in range yes in positioning no and this is what I want more control over this hard to understand? Your conflating range with position as the only thing that matters I want mech positioning control. In range of a target and still within 360 of my player vs in range and 1000 away from me are two totally different things its clear you cant understand the reasons positioning is important. If you mostly pve than only time positioning is important is in boss fights and mechs dont get wiped like in pvp so for a pve player these issues dont seem as apparent. In more competitive modes they very much are and positioning is everything. This isn't a change other than an option to grant more player control. Its an addition current controls would remain. Your current control options are already 2 commands and a toggle. I want 2 commands and 2 toggles. Do you need to actively use guard or avoid combat? The answer is no you could just dismiss the mech. The only reason that toggle exists currently is to keep the mech pulsing close to you and off the space toilette. I simply want it to be able to attack too when within the equivalent to follow mode of avoid combat. The reason I keep pointing to keeping the mech close while it can still engage in combat is because we currently dont have that option and its why I'm requesting it. To assume I wouldn't use its greater range option for chasing or on mele oriented builds is misunderstanding the request in an attempt to make a GG argument. Your active control is already very limited only hitting recall or attack both of which you would still use. With my suggestion your game play doesn't change, also dont use it if you dont feel you need it that's up to you. I'm starting to understand you post count didn't realize people played confusion mesmer on the forums too. This is what we currently have in guard mode mech stays close until you target or order an attack we only have guard mode or avoid combat. The issue I have is its range of movement at times when its told to attack. I'm just suggesting a 4th button toggle next to guard / avoid combat toggle to control that. Simply leaving it on max range and the mech would act same as it does now. Mechanical Genius has a 360 radius so this would be fine I just want to control its range in guard mode to close or far. I also would like to add this isn't a new idea or request its mentioned on reddit and these forums as well search Mechanical Genius Buff Timer on these forums second comment from last year requests a leash control. I do wish to keep the guard avoid toggle however. Also see mechanist what is the point of leash on the forum.
  8. Your talking about a pet that is automated in its nature lets not play semantics at this point your opinion has been noted your not adding anything. No I am too I use 3 different mechanist builds all interact with the mech differently and some would function in a less clunky state with a leash control due to how they attack their targets. Also putting a wig on it were not allowed to do. ANet says so also no pretty paint either. I already wrote how I would use it thank you enough with the tit for tat. My final comment on previous post is where I explain how I would use it. Also it already is an automated turret and I would much rather it optimize its movement for me you know the player the one who it works for and owns it. If your roomba didn't optimize its movement for your house and koolaid manned through your walls you'd not like it much either. 300 closer in distance with mortar while the mech stays closer to me is preferable in some instances not all but currently we lack the option in its active state. I also run rifle in this build mostly so range is fine. Also if it leashes to 360 it can still move about a bit over that 300 so mortar being 1500 and mech being 1200 with 360 leash yea it would be in range. Its a bug with crisis zone you can see it in the gw2 reddit search Weird mechanist bug, even if your mech is ranged, it walks into melee to use Crisis Zone ability I already do I play with a mmo mouse and a Razer Tartarus Pro with optical switches. I'm here because it can be improved and I wished to make the suggestion. I cannot help that you cannot see the limitations of the current mech commands. However I'm glad you like them as they are I'm not asking the current commands be changed just more be added you can continue to play as you always have. Thank you have a lovely day. I feel I've explained it enough for anyone wanting to read it. There was never a debate here just a difference of how one views interactivity. For the sake of not going down a rabbit hole I hope this has been thorough enough.
  9. Its not automating it it would be a toggle. If you have to spam recall all the time its because you have less, not more control of the current AI. I want to be able to do both tell it to come to me and also stay close or tell it to move out which currently you cannot do and have it be active. Already explained it twice I dont know how to explain it to you a third way. Not only does it run away all the time It doesn't work with me the way I want it to a lot of the time. You cannot forbid it to and have it still be on attack mode. Not only does it bug out there's a known issue with it running into mele range to execute some of its ranged attack commands. This has been reported. I can tell it to orbit CLOSE or FAR in combat you currently cannot do this without the AI running back out after recall or being disabled. This is more definite control means using the mech in ways you currently cannot due to having to disable its attacks to get it to stay close to you. Also in close leash I would have to move 300 closer to target to engage with both mortar and mech I'm aware of this. What I dont need is the mech running over to a enemy zerg when trying to engage from range. I need it to move with me sometimes and shoot at my target not run a football field away and have to run back on target swap. If I want it to chase now I can tell it to. If I want it to hold on me while Engaging now I can tell it to. This is more interaction on top of the current recall its setting the mechs position for combat as opposed to the mech being completely autonomous in its positioning. By definition this means more player input as to where it can go this is more interaction. There's no reason you cant toggle its leash distance in combat. Doing something extra with the mech = more interaction. Also to be clear FAR orbit would be from player out to mechs current max leash so as it behaves now where NEAR orbit would be like 360-600 to player.
  10. I'm aware of how it works which is why I made this post sometimes I want it to move out some times I dont, I want it to keep its distance and stack on me. Alot of this games more advanced play is about positioning and the mechs AI currently cant take proper advantage of that due to bare minimum of control. I'm asking for more mech control not less. If anything its more like a turret than I want it to be at the moment. I want it to work with me not run off at times. For example if I'm ranged running a mele arm set on the mech and I want it to guard my back I can with leash control, and it wont be off doing its own thing "like a turret". More control = more interaction not less and more ways to use the mech strategically. Right now it is a glorified turret with legs. Commanding the mech to stay near you currently turns off its ability to attack. This is a chunk of your dps which the mech takes by choosing mechanist lost. This isn't about damage its about positioning and how its currently limited by poor AI and lack of player control.
  11. I think you misinterpreted my post the interaction between me and my mech is a problem. Its pulse radius is on the mech itself and that radius isn't 1200 its 600 and 360. When equipped with 1200 range weapons it leaves its pulse range more often than not unless commanded to not engage which makes it worse than a mobile turret. I WVW alot and mechs running into zerg balls and self deleting is a problem. When running a ranged setup for mortar for example I want my mech close to provide boon support while shooting enemies within 1200. Currently it cant do that because either it has to be set to boon coat hanger mode which is worse, or it wanders like a lost toddler into traffic. Hence why controlling how far it moves from you allows you more ways to utilize it depending on your build. In short this lets me have the mech be active and close or active and far, not off and close or active and far.
  12. As the title suggests can we get a simple long and close leash distance toggle for the mech based on AOE ranges to the player? When running ranged on the mech it wanders all over and makes it hard to get its buffs. If we could tell it to leash close it would act more like a turret while moving with us and not off randomly dumpster diving whenever you need it on you or on point and having to recall it all the time just to have it kitten off again is super obnoxious. A friend made the point this should be on all pet classes i could see it being useful on ranger too.
  13. I was hoping they would copy the 6th bonus over to relics so we would have what we already had. Then add new ones down the road. Instead they took from us what we had already acquired without adequate replacement. This is whats really setting everyone off. If they had just done this people could play as they had and dip their toes into new abilities and weapons. Instead they gutted the playerbase builds across the board and the fact they didn't even consider this to be a problem and launched it frankly someone should be fired. "To the devs" I've been here since you guys left blizzard formed Anet and created Guild wars 1 whats it been 18-19 years I dont post often but when I come here to say something you better pucker up because I've been here longer than most your current staff minus the OG's at Anet I remember when you signed the first contract to be NCsofts fourth game published. "This was not well planned." I wanted to add I've been here so long because of respect for the original devs of Anet. I know your history because I respected the effort you put into your work and came along with you. I'f I am here posting something is wrong I dont speak often the fact I'm here with a serious concern is a bad omen. A base separation of gear stats from special bonuses should not have been this FUBAR.
  14. Would like a bug fix for balance patch notes please. I'm glad were getting bug fixes. However these are things that should be getting fixed regularly and putting bug fixes in a balance patches makes them feel like filler and doesn't look good. Can we get a bug fix to debug the future balance patches, and regular sweeps for game bugs to show proper maintenance of the product is a priority? If the balance team has been condensed into the same team as bug fixes this leaves concern for proper maintenance capability. I do not know if this is the case but the way we got these notes makes it seem that way. It could be both teams just condensed their fixes into a single patch, however if that is the case the balance portion comes off as underwhelming. 300 sec CD traits and many other things on classes not even listed haven't been fixed. However were at the point of voice acting QOL changes for other classes are being added this looks bad optically, and makes priorities seem a bit skewed atm. I do not know the in house situation I can only comment as a consumer seeing the notes. I will state good clean patch notes are always appreciated as it is a form of communication with your consumer base, who many of, myself included have been with you for many years.
  15. They didn't change this. Ranger traps always revealed you, because ranger traps always had an initial hit of damage before applying their conditions. What they changed was that thieves did NOT have an initial damage hit, so they added one to those skills in order to make it remove the thief from stealth. The change you are complaining about doesn't exist and isn't what happened. Ranger traps didn't reveal you I mained ranger and theif and when the runes were added in 09, 2014 and still main all med classes. The Reveal on trap damage didn't start until later after the release of POF and the damage reveal patch.This tells me your unfamiliar with how it worked and I played trap ranger every day for years. Also since posting the meta battle builds for theif they seem to have been removed.https://metabattle.com/wiki/Build:Thief-_Condition_Trapperhttps://metabattle.com/wiki/Build:Thief_-_Ghost_ThiefPaste em in google should still find em in metabattle Also a warning this video may give you cancer. This is how bad it was. when thief used it. I'm aware of how bad the ghost thief was. However, they did not make the placing or triggering of traps reveal you. They added a hit of damage to the traps to make it so that they would trigger stealth reveal. They MAY have done the same to ranger traps, that I'm not 100% sure of since the only trap I ever relied on for stealth on ranger was the healing spring. But as a main thief since launch I can tell you with 100% certainty that the thief traps before the patch did not do any damage, they JUST applied conditions... and the nerf to ghost thief was that they added a direct damage tick to the beginning of all of them. The exact patch notes for this read:ThiefTraps: All traps created by the thief will have a 1-second arm time before the trap can affect enemies.Needle Trap: This skill now delivers a strike.Tripwire: This skill now delivers a strike. This happened March 28 2017. That strike of damage was what did it. The only nerf they made to trapper runes was reducing the stealth timer from 3 seconds to 2 in October 2015. Ranger traps themselves did remove you from stealth... with every pulse of direct damage. They did that ever since june 23, 2015 when ranger traps got a rework. Your timelines are 100% off and you are incorrect.So a few things here I've already gone over But first the strike was part of the change.Adding strike was part of the fix but only half see ranger traps had base direct damage from the get go yet didn't proc reveal.The reason they added that to theif traps was so reveal on strike on the back end would trigger on all traps as it does now. The direct damage already on ranger traps should have caused reveal too if they were being counted as a strike this was also probably adjusted on the back end in 2017. Thusly why we dont see strike added to the traps in the patch notes as its assumed by it dealing direct damage. Problem here is for years that direct damage didn't count as a strike and proc reveal and when they adjusted it in 2017 that changed. This leads many to believe it always did count as a strike but in fact it only began triggering reveal in 2017. They made a few changes to trapper runes.The change to trapper runes was lower stealth to 2 sec from 3 and they added super speed to compensate for removal of that extra sec of stealth October 28, 2015.They changed it again in 2018 to 3 sec with super speed.This I got wrong as I was thinking of DE stealth adjustments which there have been a few lately. So I was off by a sec but the addition of super speed and current duration is still correct. https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Trapper As for your last part on damage revealing on ranger traps your mistaken your referring to.June 23, 2015 Specialization update: All ranger traps now have a 0.5 second arming time.All ranger traps now have a trigger radius of 180 and an effect radius of 240.Now has a knockdown component on initial trap trigger.Bleeding stacks increased to 6 and duration increased to 6.25 seconds.Crippled duration increased to 2.66 seconds.Problem here is that didn't add strike or direct damage like they did for theif "in 2017 which is when traps were adjusted on back end" these skills always did base direct damage. On their back end though revealed was not applied when that damage was done by traps. See here's where it gets more fun in 2015 needle trap actually had a reversal done to it. June 23, 2015 Specialization update: This trap no longer deals minimal strike damage, which would previously bring the thief out of stealth.Increased the poison duration from 6 seconds to 10 seconds.This made trapper ghost thief the issue they then became. This shows if traps dealt strike damage in 2015 they would reveal and they actually made it so they wouldn't intentionally for awhile. However Ranger traps didn't meaning the direct damage being dealt by their traps at the time wasn't registering a strike even before this change.This was all reverted with the addition of strike in 2017 was added to theif traps March 28, 2017 All traps created by the thief will have a 1-second arm time before the trap can affect enemies.Needle Trap: This skill now delivers a strike.When this was changed they adjusted direct damage from traps would trigger a strike and cause revealed on the back end.This change was made in 2017 and is when ranger traps began causing Revealed as with all traps as the server was now counting it as you dealing a strike. So Your timelines are 100% off and you are incorrect Partially.However to be fair its an easy mistake to make if you were unaware of a few Things you would not have noticed unless playing the build a fair amount.
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