Rifleman Archive
Thread: Rifleman Bugs 9/16/04
- AoE Bug - AoE attacks not hitting all targets in the cone of attack (old)
- Combat Que Lockup - Combat Que will 'lock up' and keep cycling that which is listed in it. Using /Peace sometimes clears this (new)
- FS Ranged Mods - Force Sensative Ranged mods are not working for ranged weapons. However Melee mods are effect ranged weapons (new)
- Increased Weapon Decay - Weapons decaying faster than in the past (new - unconfirmed)
- Berserker Rifle - A part for this weapon does not have a serial number and is uncraftable because of this (old)
- Surprise Shot - Special does not work as description indicates (ancient)
- AoE and LoS - AoE attacks causing aggro on targets that have no line of sight to the Rifleman (thru walls, different levels, etc) (old)
- Stock/Scope Graphics - Stocks and Scopes will not show on factory runs of weapons. They do on hand crafted ones however. Also they will not show when the weapon is equipped (old)
- SniperShot - Secondary defenses (Dodge/CounterAttack) still work when a target is incap'd and it is possible to 'Dodge' SniperShot (old)
- Combat Que Clearing - When targeting a lair with an AoE attack. If you kill a MOB that is in the cone it will frequently clear the combat que (old)
- Prone Warping - When going prone there are occassion where the player will 'warp' a fair amount of distance. This usually has a very negative result on Rifleman as they usualy go prone at or close to max range. The 'warp' frequently takes them out of range to the target (old)
Prone Warping added 10/26/04
Message Edited by Waste93 on 10-26-2004 08:44 PM
Added
AtamPolaris wrote:
AoE Bug - AoE attacks affects every mob in a given degree of one's shot (agroing mobs around corners and below floors even, in the geo caves)--tested
Waste93 wrote:
Added
AtamPolaris wrote:
AoE Bug - AoE attacks affects every mob in a given degree of one's shot (agroing mobs around corners and below floors even, in the geo caves)--tested
LiakyK wrote:
Wait... Riflemen has bugs... NO IT CANT BE WE ARE SECOND AFTER JEDI!!!
Third after Jedi Riflemen
Waste93 wrote:Combat Que Lockup - Combat Que will 'lock up' and keep cycling that which is listed in it. Using /Peace sometimes clears this (new)
I ran into this tonight. Que'd up strafe2 on an npc, then accidentally targeted the lair, untargeted it and got stuck spamming strafe 2 on the npc without any damage registering (but wiping out my mind, lol). I had to hit peace and clear a few times to get it to stop.
Waste93 wrote:
Getting a list together of all known bugs. Any bug that is pre publish 10 will be listed as an old one. Anything post publish 10 will be listed as new. For now at least. Add any that I miss. Or notify me of any that appear to be fixed. There are not in any particular order.
- AoE Bug - AoE attacks not hitting all targets in the cone of attack (old)
- Combat Que Lockup - Combat Que will 'lock up' and keep cycling that which is listed in it. Using /Peace sometimes clears this (new)
- FS Ranged Mods - Force Sensative Ranged mods are not working for ranged weapons. However Melee mods are effect ranged weapons (new)
- Increased Weapon Decay - Weapons decaying faster than in the past (new - unconfirmed)
- Berserker Rifle - A part for this weapon does not have a serial number and is uncraftable because of this (old)
- Surprise Shot - Special does not work as description indicates (ancient)
- AoE and LoS - AoE attacks causing aggro on targets that have no line of sight to the Rifleman (thru walls, different levels, etc) (old)
Message Edited by Waste93 on 09-16-2004 09:39 PM
Can you please explain how this is not working, because I believe that it is working.
Waste93 wrote:
Donobot wrote:
FS Ranged Mods - Force Sensative Ranged mods are not working for ranged weapons. However Melee mods are effect ranged weapons (new)
Can you please explain how this is not working, because I believe that it is working.
Having FS Ranged Speed does not increase your Rifle speed nor apparently any ranged weapon speed.
However if you have FS Melee Mods they are working not only for melee weapons, but also for ranged weapons.
Alright.....I'm not sure if this has been thoroughly tested or not, but perhaps it has.
I was under the impresion that the Force Sensitive Ranged Speed enhancements were not the same as rifle speed enhancement, so at master rifleman it wouldnt give you rifle speed 102.
Instead I thought that it worked something like this:
(((Weaspon Speed * Attack Multiplier) - % Rifle Speed) - % Force Sensitive Ranged Speed) = Actual Attack Speed
Has this been tested out? I'm pretty bad at math and testing stuff out, but perhaps someone can confirm it?
Donobot wrote:
Alright.....I'm not sure if this has been thoroughly tested or not, but perhaps it has.
I was under the impresion that the Force Sensitive Ranged Speed enhancements were not the same as rifle speed enhancement, so at master rifleman it wouldnt give you rifle speed 102.
Instead I thought that it worked something like this:
(((Weaspon Speed * Attack Multiplier) - % Rifle Speed) - % Force Sensitive Ranged Speed) = Actual Attack Speed
Has this been tested out? I'm pretty bad at math and testing stuff out, but perhaps someone can confirm it?
Testing was requested and done atbelow thread.