Rifleman Archive
Thread: CU Faq prototype mark 1 (ADDITIONS AND CRITIQUE REQUESTED)
irott wrote:
Nice job... I will add some more once I find you in game!!!!
lol.. sorry I tend to wander around ^_^ (was on for 8 hours today!)
General CU Info
Rifleman Info to follow this section
Auto Attack:
- ctrl+click special to select an attack
- once in combat that attack should cycle after you use it once
Auto Assist in Combat:
- Targeta group memberwho is currently engaged in combat
- fire a special - it will hit your targeted group members target
- Colors:
- Grey - Too low - Minimal experience , not worth fighting
- Green - A small amount of experience,willdefinitely be an easy fight
- Light Blue - A small amount of experience, should be an easy fight, could be trouble if there are more than 1 or 2 opponents.
- Blue - Ideal target, decent experience 1 on 1, but could be tough if there are 2 or more opponents.
- White - Even Target 1 on 1; good fight.
- Yellow - Dangerous fight; stronger than you, but you might win.Good luck!
- Orange -Very dangerous fight.Unlikely you will beat this opponent
- Red - This opponent will easily smite you.
- Purple -Certaindeath.
- Target Icons:
- Pointing Up -Higher con than you
- Circle -Evencon
- Pointing Down -Lowercon than you
DPS in the examine window:
- The DPS listed in any of the weapon descriptions is just an estimate of the raw average damage divided by the weapon speed.
- The final DPS output of any player will be determined by a much wider variety of factors such as special move multipliers, accuracy& skill mods, etc, etc.
- The actual damage being done will also be modified by the skill mods and armor ratings of the opponent.
Range Modifiers:
- Since we no longer have min/mid/max range bonuses (because we no longer have min/mid/max range accuracy differences), we moved to one "general accuracy" value.
- The "Accuracy" on a weapon should stack with your other accuracymodifiers (from skill mods, etc).
- You will also notice we got rid of the "mid distance" stat all together. Weapons now only have min/max distances.
Dot Weapons:
- DOTs of this sort will indeed be removed completely from all weapons.
- The point values of the DOTs will not be converted on a 1-1 ratio; instead a formula is used to derive a more reasonable value for the end weapon.
- All weapon valueswill be modified to be within acceptable (from a balance perspective) ranges of the new weapon target numbers.
- The truth of the matter is that there are some very overpowered DOT weapons in the world, and those weapons will no doubt lose much of their punch. These weapons should, however, still be relativelyexcellent weapons within the new system - just not the overpowered uber weapons they are now.
*********Rifleman CU FAQ*********
Specials: (more info such as time delaysand damagemodifers to come)
- Head Shot: target damage:
- accuracy penalty attached
- no idea of what this really does yet
- Novice
- Improved Head Shot:
- head shot with increased targeted damage
- Sniper tier 3
- Conceal Shot:
- Shoot from cover without revealing self
- Assassin tier 2
- Improved Conceal Shot:
- Conceal shot with increased damage
- Assassin tier 4
- Startle Shot:
- Forces opponent to move up a posture + prevents posture change for short period
- Gunner tier 1
- this attack stops opposingplayers andnpcsfrom being able to use snipershot/concealshot/cover for the length of the posture change delay (aka an antisniper attack)
- Improved Startle Shot:
- Startle shot with greater posture change delay
- Gunner tier 3
- Advanced Startle Shot:
- Startle shot with greatest posture change delay
- Master
- Sniper Shot:
- Long setup, major damage dealing
- Sniper tier 1
- Improved Sniper Shot:
- Sniper shot with improved damage
- Sniper tier 4
- Advanced Sniper Shot:
- Sniper shot with highest damage
- Master
- Improved Aim:
- Increases accuracy for short duration (multiple shots)
- Soldier tier 1
- Advanced Aim:
- Aim shot with greatest accuracy increase and longer duration
- Soldier tier 3
- Kneecap Shot:
- reduces speed of opponent
- Novice
- Improved Kneecap Shot:
- greater reduction in speed and longer duration
- Gunner tier 4
- Cover:
- Hides rifleman from opponent + removes from radar
- Assassin tier 1
Recoveries: (for a small action point cost - clear a state effect)
- Dizzy Recovery
- Gunnery tier 2
- Stun Recovery
- Soldier tier 4
- Blind Recovery
- Soldier tier 2
- Knockdown Recovery
- Novice Marksmen
Message Edited by Ackehece on 04-04-2005 12:00 AM
Snipershot is about to be the new strafeshot2, but without hittin the speedcap :/
mith
Ackehece wrote:
General CU Info
Rifleman Info to follow this section
Auto Attack:
- ctrl+click special to select an attack
- once in combat that attack should cycle after you use it once
Auto Assist in Combat:
- Targeta group memberwho is currently engaged in combat
- fire a special - it will hit your targeted group members target
Considering NPCs and Creatures: (BELIEVE IT THIS TIME)
- Colors:
- Grey - Too low - Minimal experience , not worth fighting
- Green - A small amount of experience,willdefinitely be an easy fight
- Light Blue - A small amount of experience, should be an easy fight, could be trouble if there are more than 1 or 2 opponents.
- Blue - Ideal target, decent experience 1 on 1, but could be tough if there are 2 or more opponents.
- White - Even Target 1 on 1; good fight.
- Yellow - Dangerous fight; stronger than you, but you might win.Good luck!
- Orange -Very dangerous fight.Unlikely you will beat this opponent
- Red - This opponent will easily smite you.
- Purple -Certaindeath.
- Target Icons:
- Pointing Up -Higher con than you
- Circle -Evencon
- Pointing Down -Lowercon than you
DPS in the examine window:
- The DPS listed in any of the weapon descriptions is just an estimate of the raw average damage divided by the weapon speed.
- The final DPS output of any player will be determined by a much wider variety of factors such as special move multipliers, accuracy& skill mods, etc, etc.
- The actual damage being done will also be modified by the skill mods and armor ratings of the opponent.
Range Modifiers:
- Since we no longer have min/mid/max range bonuses (because we no longer have min/mid/max range accuracy differences), we moved to one "general accuracy" value.
- The "Accuracy" on a weapon should stack with your other accuracymodifiers (from skill mods, etc).
- You will also notice we got rid of the "mid distance" stat all together. Weapons now only have min/max distances.
Dot Weapons:
- DOTs of this sort will indeed be removed completely from all weapons.
- The point values of the DOTs will not be converted on a 1-1 ratio; instead a formula is used to derive a more reasonable value for the end weapon.
- All weapon valueswill be modified to be within acceptable (from a balance perspective) ranges of the new weapon target numbers.
- The truth of the matter is that there are some very overpowered DOT weapons in the world, and those weapons will no doubt lose much of their punch. These weapons should, however, still be relativelyexcellent weapons within the new system - just not the overpowered uber weapons they are now.
*********Rifleman CU FAQ*********
Specials: (more info such as time delaysand damagemodifers to come)
- Head Shot: target damage:
- accuracy penalty attached
- no idea of what this really does yet
- Novice
- Improved Head Shot:
- head shot with increased targeted damage
- Sniper tier 3
- Conceal Shot:
- Shoot from cover without revealing self
- Assassin tier 2
- prone only
- under cover only
- Improved Conceal Shot:
- Conceal shot with increased damage
- Assassin tier 4
- prone only
- under cover only
- Startle Shot:
- Forces opponent to move up a posture + prevents posture change for short period
- Gunner tier 1
- this attack stops opposingplayers andnpcsfrom being able to use snipershot/concealshot/cover for the length of the posture change delay (aka an antisniper attack)
- Improved Startle Shot:
- Startle shot with greater posture change delay
- Gunner tier 3
- Advanced Startle Shot:
- Startle shot with greatest posture change delay
- Master
- Sniper Shot:
- Long setup, major damage dealing
- Sniper tier 1
- prone only
- Improved Sniper Shot:
- Sniper shot with improved damage
- Sniper tier 4
- prone only
- Advanced Sniper Shot:
- Sniper shot with highest damage
- Master
- prone only
- Improved Aim:
- Increases accuracy for short duration (multiple shots)
- Soldier tier 1
- Advanced Aim:
- Aim shot with greatest accuracy increase and longer duration
- Soldier tier 3
- Kneecap Shot:
- reduces speed of opponent
- Novice
- Improved Kneecap Shot:
- greater reduction in speed and longer duration
- Gunner tier 4
- Cover:
- Hides rifleman from opponent + removes from radar
- Assassin tier 1
- prone
Recoveries: (for a small action point cost - clear a state effect)
- Dizzy Recovery
- Gunnery tier 2
- Stun Recovery
- Soldier tier 4
- Blind Recovery
- Soldier tier 2
- Knockdown Recovery
- Novice Marksmen
Message Edited by Ackehece on 04-04-2005 12:00 AM
Message Edited by KundoJet on 04-04-2005 04:31 PM
- Queued - Yellow outline around action in toolbar.
- warm-up - yellow status bar below the toolbar, filling from left to right. Does not exist in all attacks. This is the phase that is supposed to be interruptable.
- Attack execution is too brief for me to tell if it has an indicator. I'm usually looking to see if it hit, missed, failed due to range/LOS, etc. and wouldn't care.
- Cool-down - White outline around action in toolbar. No other actions can be executed.
- Recovery - Icon in toolbar is blacked out, refills with color from the bottom to the top. Other actions can be executed.
Recovery and cooldown are instantaneous if the attack failed due to LOS/range/invalid target/etc.