Rifleman Archive
Thread: CU: Cover STILL causing crashes
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Roscannon
Mon Apr 18, 2005 5:48 pm
#1
I was testing out the Cover fix and having a grand old time being invisible and concealshotting npcs almost at will. Another player approached my position and as soon as he broke the 15m radius we both crashed.
We had logged back in and agreed to test that again and as soon as my cover warm up was finished we both crashed again.
I received a PM from him and he, as well as I, experiemenced a third cash. I've posted this in the bug thread.
Be wary when using cover. It seems tempermental now.
Message Edited by Roscannon on 04-18-2005 08:49 PM
Sandzibarr
Tue Apr 19, 2005 10:38 am
#3
do you think that using /aim should break /cover?
i would imagine that if you are using /concealshot coupled with /aim you would increase the possibility of not missing.. and therefor be able to stay in cover constantly, plinking away at theoretically any target. hence why it breaks. but how effective is /aim?
also. can someone check 1 thing.
in PvP can the opponent see the blasterbolt from a concealshot. i know that when conceal was unable to be broken this was the case. since its been fixed can we check that it still is the case.
Sandzibarr
Tue Apr 19, 2005 10:58 am
#4
also if you current target moves to a point that you cant see (-can't see target-) cover will break... thats gotta be a bug.
Ackehece
Tue Apr 19, 2005 6:38 pm
#5
yeah don't think /aim should break cover and out of range should also not break cover.... *off to the bug thread with these*
Kalaf
Wed Apr 20, 2005 4:59 am
#6
Since we no longer have the Area effect shots NONE of our shots should break cover. The fact that they coded Sniper Shot to do so shows how removed from logic the Devs are on this. The entire concept of a SNIPER is to take an extremly effective shot from HIDING(cover) and not be seen.
On a side note I still think /coverup should work prone or kneeling. Given that with LOS and the silly range restrictions on going under cover.
Stealer-In
Wed Apr 20, 2005 4:03 pm
#7
ohhh also to bad people can do /target player to find where you are
Actairr
Wed Apr 20, 2005 9:25 pm
#8
I tested this a few times today and at one point had about 10 people around me and did not crash. Though I did lose cover after the third got within range. This skill is so fun. Hide and seek anyone lol.
LecheHombre
Wed Apr 20, 2005 10:18 pm
#9
I've been testing rifleman combos for a while tonight (and only had one crash! Things are good, get in there, folks
).
I had no crashes with /cover, I bombed out once so far in about 2 hours of gameplay but I was actually dropping skills at the time.
My experience (PVE only) with cover:
Mechanics of cover and conceal shot work great. I can enter cover when 64 meters from creatures/players/etc. Bikes still cancel it, which could or could not be construed as a bug, and moving during the warm-up cancels it which I assume is intented. Sometimes I get a little electronic blurp sound when it is warming up, and then it won't go into cover, and gives no reason why. Do we still have a chance to fail based on some skillmod? Beyond that, any shot other than conceal breaks it instantly, standing or changing posture breaks it, and something getting within 15m breaks it; all correct behavior.
When using cover and conceal shot on creatures, as soon as I fire the conceal shot the target creature will turn and head directly for me. Cover is still active, but it breaks as soon as the creature gets within 15m, which happens fast as they make a beeline for your position. I'd like to see creatures randomly run around in an attempt to find you when they get hit with conceal, but not be able to turn and run right for you unless your cover breaks (and conceal shot should have a % chance to break cover). Hopefully the AI behavior reaction to conceal shots will change.
When using conceal shot on NPCs, I noticed an interesting exploitable bug related to the creature problem. When I fire on ranged weapon-using NPCs, they go into combat stance, turn and aim in my direction, and run directly towards me just like creatures. However, they stop at some point away from me, which I assume is related to the range of their weapon. They don't get to within 15m, so they don't break my cover. Since I am still /cover-ed, I can fire conceal shots all day long, and they don't shoot back.
I /bugged all of this in game. Have you noticed/reported this same behavior also, Ackehece? Thanks!
I had no crashes with /cover, I bombed out once so far in about 2 hours of gameplay but I was actually dropping skills at the time.
My experience (PVE only) with cover:
Mechanics of cover and conceal shot work great. I can enter cover when 64 meters from creatures/players/etc. Bikes still cancel it, which could or could not be construed as a bug, and moving during the warm-up cancels it which I assume is intented. Sometimes I get a little electronic blurp sound when it is warming up, and then it won't go into cover, and gives no reason why. Do we still have a chance to fail based on some skillmod? Beyond that, any shot other than conceal breaks it instantly, standing or changing posture breaks it, and something getting within 15m breaks it; all correct behavior.
When using cover and conceal shot on creatures, as soon as I fire the conceal shot the target creature will turn and head directly for me. Cover is still active, but it breaks as soon as the creature gets within 15m, which happens fast as they make a beeline for your position. I'd like to see creatures randomly run around in an attempt to find you when they get hit with conceal, but not be able to turn and run right for you unless your cover breaks (and conceal shot should have a % chance to break cover). Hopefully the AI behavior reaction to conceal shots will change.
When using conceal shot on NPCs, I noticed an interesting exploitable bug related to the creature problem. When I fire on ranged weapon-using NPCs, they go into combat stance, turn and aim in my direction, and run directly towards me just like creatures. However, they stop at some point away from me, which I assume is related to the range of their weapon. They don't get to within 15m, so they don't break my cover. Since I am still /cover-ed, I can fire conceal shots all day long, and they don't shoot back.
I /bugged all of this in game. Have you noticed/reported this same behavior also, Ackehece? Thanks!
Ackehece
Wed Apr 20, 2005 10:25 pm
#10
LecheHombre wrote:
I /bugged all of this in game. Have you noticed/reported this same behavior also, Ackehece? Thanks!
very similar behaviour to what we all have experienced. It sounds like it is basically working now except for the conceal shot
KundoJet
Thu Apr 21, 2005 9:10 am
#11
In working out the reactions of targets to being on the receiving end of a /conceal shot, I wonder how it will work for mobs already aggro'd or in combat? Just thinking of group hunting... it would be useful if the chance of /cover breaking, or the liklihod of the target charging you, was decreased when the target is already focused on another enemy. Decoy, anyone?
I still firmly believe that /cover's use is limited because of only the one attack working, especially when that attack does so little damage (relatively speaking) that even medium-level mobs seem to regenerate faster than you can damage them. If /snipershot also worked under cover (as one would suppose it should), perhaps with an increased chance of being discovered, that would be a little more realistic. The long warm-up timer would represent enough of a restriction on it.
LecheHombre
Thu Apr 21, 2005 6:21 pm
#12
More fun with cover:
1. Go prone at 80+ meters from a faction base of the opposing faction with turrets while you are a combatant.
2. Take cover.
3. Crawl towards the base.
4. Once you get nearly within range of the turrets, notice that they track your motion. Your cover will still be active.
5. Once you get into firing range, the turrets begin to shoot at you. The shots vanish into your character with no damage taken (although this would make it incredibly easy for defenders to run to your location).
6. When you are within range of an NPC defender, fire a conceal shot. As soon as your shot hits, the turret fire will begin to damage you, but you are *still under cover*.
7. Spend the next 2-5 seconds chuckling to yourself and get ready to hit the clone button.
Heh heh, funny stuff. At least, funny unless these problems are still present when the CU goes live, lol.
1. Go prone at 80+ meters from a faction base of the opposing faction with turrets while you are a combatant.
2. Take cover.
3. Crawl towards the base.
4. Once you get nearly within range of the turrets, notice that they track your motion. Your cover will still be active.
5. Once you get into firing range, the turrets begin to shoot at you. The shots vanish into your character with no damage taken (although this would make it incredibly easy for defenders to run to your location).
6. When you are within range of an NPC defender, fire a conceal shot. As soon as your shot hits, the turret fire will begin to damage you, but you are *still under cover*.
7. Spend the next 2-5 seconds chuckling to yourself and get ready to hit the clone button.
Heh heh, funny stuff. At least, funny unless these problems are still present when the CU goes live, lol.
Ackehece
Thu Apr 21, 2005 8:51 pm
#13
LecheHombre wrote:
More fun with cover:
1. Go prone at 80+ meters from a faction base of the opposing faction with turrets while you are a combatant.
2. Take cover.
3. Crawl towards the base.
4. Once you get nearly within range of the turrets, notice that they track your motion. Your cover will still be active.
5. Once you get into firing range, the turrets begin to shoot at you. The shots vanish into your character with no damage taken (although this would make it incredibly easy for defenders to run to your location).
6. When you are within range of an NPC defender, fire a conceal shot. As soon as your shot hits, the turret fire will begin to damage you, but you are *still under cover*.
7. Spend the next 2-5 seconds chuckling to yourself and get ready to hit the clone button.
Heh heh, funny stuff. At least, funny unless these problems are still present when the CU goes live, lol.
please post this in the CU bug thread
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