Bio Engineer Archive

Thread: Am i doing something wrong?

_scout_
Sun May 22, 2005 4:51 am
#92

I started to spam my guild with some short emails including some tips and tricks from the forum to get better along with the CU and to keep them up to date. This was in my last email.


Auto Assist in Combat:

    * Target a group member who is currently engaged in combat
    * fire a special - it will hit your targeted group members target

Volleyfire paints a large crosshair around that target. In addition if anybody hits that marked target they ll do 15% more damage thus watch what your SL is saying!
If you dont know what your SL is aming for, target your SL and use the above autoassist to ensure your hitting the right target.

Add int the colored text macro and voila!

=)



- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

Greywulf0
Sun May 22, 2005 7:17 am
#93

Some good ideas, thanks for the tips.


I already send out a hunting guide to the guild, I should have thought to send tips on how to function with a squad leader in the group.


I still don't see the crosshair, and I have put my graphics up as far as I can. I can quite clearly see the skill affects from the medics in the group, but no crosshair. When I get on, and use the skill, I guess I'll just /bug it.





Do you seek intelligent discussions of MMOs, free from moderating influenced by marketing or advertising? Come to RLMMO.com
Ackehece
Sun May 22, 2005 8:45 am
#94

we have discovered some abilities etc that do not work if you have the pixel shader turned off or if your video card does not have a pixel shader


cover - turns rifleman translucent to himself with pixel shader

- leaves you fully intact without it


it is possible that without the pixel shader some SL skills will not show as well or at all...



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




_scout_
Sun May 22, 2005 9:07 am
#95

I so far have never seen it (the crosshair) as a SL, but I have seen, it running over to my roommate grouped with me, to see if he can see it on his computer, when I hit it and yes its there.

Though hard to see with all those other animations going around but its there .



.



- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

Greywulf0
Sun May 22, 2005 11:37 am
#96






Ackehece wrote:

we have discovered some abilities etc that do not work if you have the pixel shader turned off or if your video card does not have a pixel shader


cover - turns rifleman translucent to himself with pixel shader

- leaves you fully intact without it


it is possible that without the pixel shader some SL skills will not show as well or at all...






That was my problem! Thanks a lot!


And for you squad leaders. You can see the cross hair if you increase your, "Particle System Level of Detail" option. It's under the Options menu, in the graphic tab.


I'm sending out an email to my guildmates about this as well.


Thanks again for all the help!!!





Do you seek intelligent discussions of MMOs, free from moderating influenced by marketing or advertising? Come to RLMMO.com
Rib5
Thu Jun 02, 2005 5:15 pm
#97

Hey, I just came back to the game from way before the combat upgrade and any of the expansions. So I am starting a new char after I bought the 3 pack.


So far I have one handed skill 4. It puts my combat lvl at like 7 or something. I also got some sword with 25dps (best I could use). Anyways heres the problem, my char seems to really really suck. I fought some things with combat lvl 7 on some mission and got owned. I get down to like half health on things with combat lvl 4.


The way I fight right now is pretty much this. Center of Being, then lunge, then bleed,then that attack that does more damage than a normal hit (forgot the name), and I just alternate between that and the normal attack since it seems to have a faster recharge. Also I use bacta shot when I am getting low on health.


-Am I doing something horribly wrong? My char just seems so freakin weak.

Or are fencers just like this?


Also the server lag is really really bad, (starsider), and bleed seems to do NOTHING, from the description I read it's supposed to be a dot? And for some reason lunge makes them fall down once in a while


But my main question is are fencers just really crappy or am I screwing something up. I'm a rodian btw, said they have 1h accuracy +10 so I picked it.
Lamarak1234
Thu Jun 30, 2005 7:34 pm
#98

Just got nerotoxin.. the first dot in cm... seems everything i throw at it it fails.. have had it work maybe once. this is on level 78 82 mobs. thank you
Ilcbar
Fri Jul 01, 2005 10:13 am
#99

Just keep healing your group and leveling up. I just got 4444 and I still don't stick alot of the time.



< WooKs >
Claybar
w [Combat Level 82 Medic] w
w [Smuggler's Alliance Pilot] w
Ø Guns don't kill people, WooKs do ×

Moss Kas'bar
w [Combat Level 12 Smuggler] w
ØBothan Pride×
DirkusGentlyus
Sat Jul 02, 2005 11:14 am
#100



aradz wrote:
If you just got it, yes, it'll fail all the time. Only way to make it 'stickier' is to give shock before you hit the mob with it (not sure where that is in the tree, sorry). Also, enhancers might help you a bit too.

Until you level up a bit, your poison powers are a lot gimpy




Hmmm...I was under the impression that shock only decreased state resists (states=stun/dizzy/blind). Correct me if I'm wrong, please. I hear both ways on this one.



Thum Industries - Fields of Echo, Rori
Drop winnings at Fields of Echo Mall, 6360 -860 Rori
PurpleWarrior
Sat Jul 02, 2005 11:20 am
#101

When I was 4404 CM, NT didn't stick very reliably - maybe a 70% success rate, once I hit Masterr CM it decided to be much more useful



Ex-Combat Healer from Hell, FistFighter, Pokemon Trainer and Guntoter
Trying out Commando
Brewbacca
Sun Jul 03, 2005 9:20 pm
#102

I have some Carbineer and use Charge Shot to knock down the target and if applied while knocked down, NT sticks almost everytime. Also works with pistol whip.



Cairdeas - Wanderhome
Panamon Creel - Level 90 Jedi Ace RSF Pilot
Dexos Creel - Level 88 Medic Tier 4 Smugglers Alliance Pilot

Brewbacca - Sunrunner // Zenak Sauves - Farstar

Gawzeera
Mon Jul 11, 2005 8:28 am
#103

I crafted an adv probot as an order for someone. I'm fairly new to DE and have been using the stickied guide to get through.

However when i got to the droid deed section of the crafting process i can across a problem.

I had built a combat capable cluster, with 3 lvl 4 storage modules and another with an auto repair module a combat module and another module(cant remeber the exact name) that aids the droid in wound healing.

the droid itself should be able to take 3 clusters and 2 armour modules, but for some reason i am only able to use one.


am i doing something wrong? and if so what?


as the customer had only requested that it be a probot combat droid with storage, i built the droid with the cluster i created with the 3 lvl 4 storage modules. however i have since been told by my customer that he is unable to program an attack command into the droid as none is listed in the program radial menu. is this a bug? or is this because i did not put in the droid combat module? which i understood to currently be broken.


any help would be most appreciated.


thanks



"Jedi. Their order is a fading light in the dark. corrupt and arrogant.They must be punished." - Asaj Ventress Clone wars Micro series
Phoenix7083
Mon Jul 11, 2005 9:09 am
#104


Hello there,


I'm fairly new at DE myself (well, I've been MDE for a while, now I'm just coming back and figuring it all out for myself). Typically, what I do is pick a droid I'd like to create, and make it using some common modules...just to fiddle around and see what-gets-me-what in the way of building droids. Recently, I built my first serious combat-focused probot droid and in reading your post, I believe I see what went wrong...


Probots (Adv. deeds) can take up to 2 modules and 1 combat -capable cluster (totalling in 5 possible combat capable module slots) along with 2 defensive (IE armor) slots. I actually did what you did on my first creation and misread the 3 as clusters and not modules (after a few hours of crafting stuff, it all starts to look like a blur ).


Also, in regards to the droid not having an "Attack" option in the radial, I'm almost 110% positive that it has to do with the lack of a combat module present in the final droid (IE at least one combat module should be installed for the droid to be able to attack). In this case, for a storage/combat probot model, I would have made a combat cluster of 3 combat modules and 2 fairly-well experimented lvl3 storage modules (again, just an opinion, not trying to tell you what to do -- I just offered this as a way to achieve max storage while having a fairly decent combat base).


Hope this helped!



"I see your Schwartz is as big as mine...
...Now let's see how well you handle it!"
Page 8 of 10