Rifleman Archive

Thread: Rifleman Bugs 9/16/04

Waste93
Thu Sep 16, 2004 5:37 pm
#1







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)

  • 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



Colonel Waste - The Wookiee Crusader
LiakyK
Thu Sep 16, 2004 5:56 pm
#2

Wait... Riflemen has bugs... NO IT CANT BE WE ARE SECOND AFTER JEDI!!!



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
AtamPolaris
Thu Sep 16, 2004 7:44 pm
#3

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
Thu Sep 16, 2004 8:39 pm
#4






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



Added




Colonel Waste - The Wookiee Crusader
XaverriJade7
Thu Sep 16, 2004 9:59 pm
#5






Waste93 wrote:





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



Added







I believe this is due to 'holes' in walls instead of something to do with the AoE itself. Anyways, it's not specific to us, but it is an especiallybig issue for us thanks to the fearsome power of surpriseshot





Kezia Sunshade
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PsychoticChipmunk
Thu Sep 16, 2004 10:04 pm
#6






LiakyK wrote:
Wait... Riflemen has bugs... NO IT CANT BE WE ARE SECOND AFTER JEDI!!!





Third after Jedi Riflemen



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0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
dragonisthedoor
Thu Sep 16, 2004 10:35 pm
#7


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.



    Drache
    nikazza
    Thu Sep 16, 2004 11:13 pm
    #8

    so if i got melee speed, i would cap my ranged speed also? or is it just that force ranged speed doesnt work and there is no way to make it work?


    This seems like a big issue to me because "why have the force skills if they are broken?".


    the other bugs are less of a problem for me. i jsut wish we could get better communication with the devs on this subject. if you could help with that waste, it would be nice.



    ____Nikazza -DFR-__________________________________
    FLURRYELDER JEDI
    ---Fleas arent just for Wookies---

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    Donobot
    Thu Sep 16, 2004 11:50 pm
    #9






    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




  • 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.





    BUBA
    Co-Leader of FAT
    FAT is an Imperial PVP guid and is recruiting. If you meet the following qualifications, you may be interested in joining. Please feel free to contact Buba or Hypofix for more information.
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    2) You have a master combat proession, Combat Medic, or Doctor
    3) You like to PVP
    Donobot
    Fri Sep 17, 2004 1:31 am
    #10






    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?




    BUBA
    Co-Leader of FAT
    FAT is an Imperial PVP guid and is recruiting. If you meet the following qualifications, you may be interested in joining. Please feel free to contact Buba or Hypofix for more information.
    1) You are a loyal imperial
    2) You have a master combat proession, Combat Medic, or Doctor
    3) You like to PVP
    Waste93
    Fri Sep 17, 2004 2:25 am
    #11




    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.


    Need Info on FS Mods





    Colonel Waste - The Wookiee Crusader
    Ceercho
    Fri Sep 17, 2004 8:01 am
    #12

    I posted this in the thread about the increased decay:








    "Well, I took some time to run 12 missions this morning, to try and preform an informal test of this new "problem," to see if it really exists.


    I was using a sliced, unpowered4.0 speed Laser Rifle, firing once a second.


    Started with 368/465 condition, purchased before Publish 10. Each mission took aboutthree to fourminutesto take out since I was using mostly default attacks. So, I figure the Rifle was being used for maybethirty toforty-fiveminutes total. Its now at 321/465.


    Sounds about normal."







    From my experience this morning, I would call false on the "Increased Decay Rate."




    Ceercho-q-Bastia


    Peace, a Fragile Lover, Left us Fantasizing War.
    VarrickCW
    Fri Sep 17, 2004 9:07 am
    #13

    those sounds right, ill confirm most of them, especialy the stupid AoE not working



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