Pistoleer Archive

Thread: CU Pistoleer Bugs Thread

Lekxsie
Sun Apr 17, 2005 5:51 pm
#14

Yea and um, I dunno if I'm posting in the right spot but it seems that ever since I Masterd Pistoleer, that PistolMeleeDefense1 works and PMD2 doesn't. I get awesome KD's w/ PMD1 and not even any damage gets done w/ PMD2..so yea

FIX IT!

LoL





ZColonel Lekxsieµ
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BadgerSmaker
Tue Apr 19, 2005 1:50 am
#15


I can confirm that Warning Shot and Disarming Shot seem to do nothing.


Also Intimidate shot seems to cause lag when resisted.


Does Improved Firearm Strike work as a KD at all? It doesn't do a lot to Mobs and I've not tried it on players yet. Why is there an alarm going off when the move fails? Does this replace "You fail to knock down your target"? It seems to be the only move with a yellow warm up timer bar as well.


So, I was using the following combo... seems useful:


Adv. Stopping Shot

Intimidate Shot

Improved Burst Shot


Then Quickdraw and Bodyshot one after the other for damage. Not particularly exciting really, and only really made fun by being able to stick Poison, Flames and Disease after the Adv. Stopping Shot.


As for the CU being in its infancy, it is really... even though it is two weeks to live there is still a lot of work to do.

Message Edited by BadgerSmaker on 04-19-2005 09:51 AM



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Arxi
Tue Apr 19, 2005 5:15 am
#16

Disarming shot DOES work (about 60% of the time), another pistoleer used it on me last night and i could not shoot back for around 5 seconds, i've also escaped rancors with it, however swordsman particuarly seem to not suffer the penelty.
BadgerSmaker
Tue Apr 19, 2005 6:01 am
#17

Maybe we should get the alarm that you get with a failed Firearm Strike for all failed moves.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
LordMaxx
Tue Apr 19, 2005 6:33 am
#18

Yes disarming shot does seem to work. It may actually fail sometimes, I dont know if it can be resisted, Ill pay particular attention to it tonight.



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
Giftmacher
Tue Apr 19, 2005 8:22 am
#19






BadgerSmaker wrote:

Maybe we should get the alarm that you get with a failed Firearm Strike for all failed moves.







Most definitely, drives me mad guessing if disarm has worked or not.



Gift.

RAMBOW
Tue Apr 19, 2005 8:43 am
#20






LordMaxx wrote:
Yes disarming shot does seem to work. It may actually fail sometimes, I dont know if it can be resisted, Ill pay particular attention to it tonight.





it would be nice if we had some kind of message to tell us when it works and when it doesnt...



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Mahonri Disciple #2: The Dusk
IdrisTycho
Tue Apr 19, 2005 1:35 pm
#21





RAMBOW wrote:



LordMaxx wrote: Yes disarming shot does seem to work. It may actually fail sometimes, I dont know if it can be resisted, Ill pay particular attention to it tonight.



it would be nice if we had some kind of message to tell us when it works and when it doesnt...




Even a fly-out would be nice:



+DISARMED+

...

-DISARMED-


That way we don't need to watch for system messages or combat spam. Also, since I wasn't aware that it worked, has anyone tested what using this attack repeatedly does? Like suppose you did BodyShot, DisarmingShot, BodyShot, DisarmingShot .. etc. would that delay a person significantly?
Arxi
Tue Apr 19, 2005 3:39 pm
#22

cause people seem to still be in melee mode, i tend to use stoppingshot, the disarming shot to fill the breif period between when they ebcome unrooted and can be rooted again, usually get away with only taking one hit, less if you've got bh pistols and can get a kd in there.


Against ranged, i suppose in theory it doesnt buy you alot of time, maybe enough time for a quick heal? Switching between body shot and disarming shot did seem to work alittle, but you'll still take a round of damage between moves.
Zeritul
Tue Apr 19, 2005 7:09 pm
#23

It's possible this could have been lag but I was on endor and it wasn't very populated at all.


Fanshot seemed to "stick" and not fire the second time if I hit it twice. It would fire the first shot, and the yellow box around the hotkey would come up but it would never fire the second unless I hit the button again(a third time).


I didn't report it yet, wanted to see if anybody else had this happen, and to be sure it wasn't lag or something. If it does it again tomorrow I will report it.
LordMaxx
Wed Apr 20, 2005 12:59 am
#24

Good idea, I will suggest it...



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
BadgerSmaker
Wed Apr 20, 2005 1:45 am
#25

That sound like the timer on fanshot. You cant spam moves over and over anymore... but you can do things like fan shot followed by burst shot then fan shot again (timer permitting).



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
KzinKiller
Wed Apr 20, 2005 3:14 pm
#26


LordMaxx wrote:
yes...you have to take a more active role in your combat techniques...just hitting it twice means the second one will be ignored, you probably need to wait until fanshot has actually fired to queue up the second attempt at it. Or cue up a different shot, thta seems to be easier...



Really the least likeable thing I've experienced in the CU thusfar ... I don't mind an 'active' role, but having to hit Function keys in a timed rhythm when I already know what I want to do is just too freakin' arcade-y ....

Is an attack pattern of preferred attacks macro-able, or are we stuck in an arcade henceforth?

Message Edited by KzinKiller on 04-20-2005 03:15 PM




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