Rifleman Archive
Thread: The poop on the Combat rebalance, someone FINNALLY got answers from Fan Fest.
Zelos1 wrote:
*** Some of this may not be news, I'm not familiar with what information is not already available. This information largely comes from Dave White, one of the main devs on the combat system ***
"You will not ever be able to kill yourself"
Here's why: There will now be ability point pools available for Health Action and Mind. These pools are constrained by the maximum size of the corresponding HAM pool (including wounds/buffs) but do not take damage from incoming attacks.Instead, points are only drainable from these pools through the use of specials.
Ability point pools will drain much faster (i.e. costs of specials increased) but will regen much faster as well. The same secondary stats will affect ability pool drain/regen as affect the HAM drain/regen. Ability point pools can not be used to incap/kill a player.
"Nobody will attack specific pools."
Further explanation revealed this is sort of true. Professions will still keep torso/health, leg/action and head/mind shots. However, these shots have a substantially decreased accuracy modifier and are not guaranteed to hit the pool targetted, though they are likely to. All three pools will be healable, though he specifically noted that this might NOT be through stimpacks by a Medic. For those who would argue that this is status quo due to Combat Medic healing, the words he used at one point were "we need to make mind damage healable" - which presumably means he doesn't consider it effectively healable now.
1) "Slow weapons will be slow even when used by masters, just not as slow as when used by novices."
All weapon speed calaculations are being redone. In fact, the existing speed formulas are being tossed out entirely.
2) Not all players will move at the same speed. An example given was if someone has a rifle equipped that "he's gonna have to put it away to move at full speed".
3) Equipping and unequippingweapons and armorwill now enter the combat queue so that they do not happen instantaneously. The possibility of additional delay on these actions was mentioned but details were not given.
One special mentioned was the ability to stand after a knockdown at a significant ability point cost. Another was a melee rifelman tactic. It is unclear whether these are examples of what will be in the system or just what MIGHT be in the system.
1 + 2 + 3 +64m max range = Dead Riflemen
So we shoot really slow, move really slow, and if need to runaway have to wait until our weapon is put away- yay this is gonna be fun![]()
Looks like I'm gonna be a Jedi, the only viable combat profession![]()
Message Edited by PyscoJuggalo on 06-05-2004 09:59 PM
Cradossk- Armorsmith/Rifleman <ACROS>
You have just been PWNED by a Deflector Technologist!!
heheheh
actually, since rifleman is and will remain my main profession since game started, i would like to have a "force enhanced rifleman". master of course.
Well if this poop hits the fan we gotta demand a range increase and stealth, it's the only way I can see us being a viable profession.
BTW before everyone says stealth won't work because of client side hacks here's my idea:
Stealth not only takes you off radar but your stealth state has to be broken before someone can target you, this way l337 d00d explioters only can aviod us instead of nuke us while we are stealthed.
Stealth works just fine if the information on a stealthed player is not sent to the clients of surrounding players until stealth is broken. The issue then is whether a rifleman can exploit the fact that it would take some time for the information on the rifleman's postion to be sent out once stealth is broken.
Simplest solution is to ensure a rifleman can't shoot for several seconds after stealth being broken (long cool down on shots while stealthed)
BabyRancor wrote:
Stealth works just fine if the information on a stealthed player is not sent to the clients of surrounding players until stealth is broken. The issue then is whether a rifleman can exploit the fact that it would take some time for the information on the rifleman's postion to be sent out once stealth is broken.
Simplest solution is to ensure a rifleman can't shoot for several seconds after stealth being broken (long cool down on shots while stealthed)
Well whatever, what I get from what was said is that we are gonna be slow anyway so getting 1 free shot won't probably matter.
-Your way sounds better to me and makes sense.
So what your saying is.......no matter what SEA's we have for rifle speed have been nullified.
And what speed power ups we have - have also been nullified.
This game is beggining to suck from the early reports - I can't wait for Half Life 2 so my nex X800 can shine.
Ill hold all my thoughts until i see it in person................
Thanks for the update.
: Takai