Rifleman Archive

Thread: Rifle Bugs 02/13/05

DarthMarksman
Sun Feb 13, 2005 2:14 pm
#1

I see. thanks for clearing that up.



"We few, we happy few, we band of brothers."
-William Shakespeare


DarthMarksman
Rifleman+Doctor+Teras Kasi+Pilot+Aspiring CH


Waste93
Mon Feb 14, 2005 1:39 am
#2

Here is a list of current known bugs that are related directly to the Rifle profession. Please post any new bugs here. Also post here if a listed bug is fixed so it can be removed from the next bug list when that comes out.



  • AoE Bug - AoE attacks not hitting all targets in the cone of attack (old)
  • FS Ranged Mods - Force Sensative Ranged mods are not working for ranged weapons. However Melee mods are effect ranged weapons (old)

  • Surprise Shot - Special does not work as description indicates (ancient - CU/R/B issue)


  • AoE and LoS - AoE attacks causing aggro on targets that have no line of sight to the Rifleman (thru walls, different levels, etc) (old - CU/R/B)
  • 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 Auto-Fire - When going prone,frequently autofire will not work. However specials will. (new)



  • Colonel Waste - The Wookiee Crusader
    DarthMarksman
    Mon Feb 14, 2005 1:50 am
    #3

    Has the posture attack Flushing Shot 1/2 ever worked?



    "We few, we happy few, we band of brothers."
    -William Shakespeare


    DarthMarksman
    Rifleman+Doctor+Teras Kasi+Pilot+Aspiring CH


    Waste93
    Mon Feb 14, 2005 1:56 am
    #4






    DarthMarksman wrote:

    Has the posture attack Flushing Shot 1/2 ever worked?




    Yes it does. It causes a Posture UP. Since so few are prone or kneeling you rarely see it work. But you still get the message regardless.




    Colonel Waste - The Wookiee Crusader
    JediGias
    Mon Feb 14, 2005 5:11 pm
    #5

    Its just my opinion, but I think that it is logical to include in this list bugs with rifle mods, such as CAs and AAs (of which there are a number).







    __________________________________________________________________________________________________

    L a o k o o n G i a c
    K i n d r e d C l a n
    Elder Rifleman Doctor
    SWG Beta Tester



    PerPster
    Tue Feb 15, 2005 3:20 pm
    #6

    AoE targeting.

    This still seems to be a problem. When attacking one MOB with others joining in, often the target is changed to one of the other MOB's without updating the target and still letting the player use specials, with no apparent effect. The only way this can be circumvented, is by clicking off target and then attacking the newly selected target, although this sometimes does not work.

    Could anyone please confirm that this happens to them, as I'm sure I'm not alone on this one. If it is a problem, can it be added to the above list as I feel this is a great hinderance to PvE play.



    PerPstar Doomcrafter
    Fiddler of stuff
    Ackehece
    Tue Feb 15, 2005 3:37 pm
    #7






    PerPster wrote:
    AoE targeting.

    This still seems to be a problem. When attacking one MOB with others joining in, often the target is changed to one of the other MOB's without updating the target and still letting the player use specials, with no apparent effect. The only way this can be circumvented, is by clicking off target and then attacking the newly selected target, although this sometimes does not work.

    Could anyone please confirm that this happens to them, as I'm sure I'm not alone on this one. If it is a problem, can it be added to the above list as I feel this is a great hinderance to PvE play.



    yeah it still occurs - is actually a few problems combined - Combat Que Clearing, Not hitting all target in AOE and Target locking . (all part of our bugs thread already ^_^




    "And these blast points, too accurate for Sandpeople. Only
    Imperial Stormtroopers are so precise"
    Rifleman Correspondent | Galactic Senator from Naboo
    Ackehece - Eclipse | Tife - TestCenter




    [--Riflewoman are all about sex drugs and rock and roll --]
    Encoded as per Garva




    PerPster
    Wed Feb 16, 2005 7:07 am
    #8

    Thanks, didnt see the exact problem in the list, but now I know.



    PerPstar Doomcrafter
    Fiddler of stuff
    Ackehece
    Wed Feb 16, 2005 9:29 am
    #9






    PerPster wrote:
    Thanks, didnt see the exact problem in the list, but now I know.





    the problem is a hard one to describe (and boy have we tried!) your description is as good as it gets.



    "And these blast points, too accurate for Sandpeople. Only
    Imperial Stormtroopers are so precise"
    Rifleman Correspondent | Galactic Senator from Naboo
    Ackehece - Eclipse | Tife - TestCenter




    [--Riflewoman are all about sex drugs and rock and roll --]
    Encoded as per Garva




    SITHDUKE
    Mon Feb 28, 2005 3:34 pm
    #10


    Personally since so very few riflemen in PVP will ever be kneeling or prone as it leves you immobile, why not replace some of the many useless abilities with attackslike:



    • Posture Down (That'll help the rifleman maintain his distance by slowing down his attacker)

    • Dizzy &/or Knock Down

    • Stun

    • Intimidate

    • Blind

    • Poisons

    • Disease

    • Bleeds(Lets face is MindShot 1 & 2 ain't much help)

    Perhaps a combination of some of them to create new and useful PVP attacks. At the minute in PVE all i ever use is Master Head Shot and maybe sometimes Strafe2. In PVP i've never seen a Master Rifleman use anything but Master Head Shot(and why should they?). I know all of the above mentioned would be stealing from Brawlers and other Melee/Ranged professions. I do belie though that asmy main gripewith this profession is the lacking variety of attacks.





    --------------------------------------------
    Jedi Padawan
    ---------------------------------------------
    Teras Kasi Master & Master Rifleman




    Pecheur
    Mon Feb 28, 2005 4:04 pm
    #11






    SITHDUKE wrote:


    Personally since so very few riflemen in PVP will ever be kneeling or prone as it leves you immobile, why not replace some of the many useless abilities with attackslike:



    • Posture Down (That'll help the rifleman maintain his distance by slowing down his attacker) Well, there is suppression fire in the marksman tree. However, I do think that rifleman should have a posture down as well. We're portrayed as the all-around rifle toting sorts in this game, a bit of snipers, a bit of heavy firepower, but not a lot of both. I think a type of cover fire that could make a posture down would make sense, and fit in with the role of riflemen in this game.

    • Dizzy &/or Knock Down A close ranged rifle defensive move similar to the pistol melee defense would make sense, getting cranked in the head with the butt of a rifle could kd someone. But, if we give riflemen the ability to kd and posture down, that might be looked at as a little too much.

    • Stun I think getting blasted with a high powered rifle would stun someone. Could be me, but it does seem to make sense...

    • Intimidate I'd leave that to the brawlers. Yes, ithas the potential to beintimidating when someone's blasting at you with enough firepower to literally chop you in half, but again, I think it's more suited with how it is, brawlers doing the intimidate, it's much more up close and psychological that way. or whatever, hehe.

    • Blind Possibly.

    • Poisons No.

    • Disease No.

    • Bleeds(Lets face is MindShot 1 & 2 ain't much help) We have 2 bleeds already, as you stated. Personally, I don't think any bleeds in this game do a whole lot unless it's an Elder or a similar level NPC applying them to you. However, where as they may not cause dramatic damage, they [Mindshot 1 and 2] still do add up over time.

    Perhaps a combination of some of them to create new and useful PVP attacks. At the minute in PVE all i ever use is Master Head Shot and maybe sometimes Strafe2. In PVP i've never seen a Master Rifleman use anything but Master Head Shot(and why should they?). I know all of the above mentioned would be stealing from Brawlers and other Melee/Ranged professions. I do belie though that asmy main gripewith this profession is the lacking variety of attacks.


    I tend to use flurry shot 2 in pvp quite often, especially if I get a person kd/dizzy when I'm using tkm first. It tends to help out the situation, or when I'm fighting jedi I find it tends to stick, especially if I have a melee friend distracting said jedi. Strafe 2 also has massive damage output in pvp when used properly, especially when combined with flurry2 and a successfuly suppression shot (marksman, which I don't have anymore, hehe) or if the person gets kd'd, has no ranged mitigation (i.e. melee stacker) has armor lacking extremely high resists to your damage type, etc. Mindshot 1 and 2 are a great way to support headshot 3 in pvp, and pve, especially on high end npc's. A lot of the rifle attacks are useful, as is flushing shot if you have an npc kneeling. I've used flurry shot to dizzy npc's at a distance, then flushing shot to bring them up from kneeling. Often times they will try and go back to a kneeling state and fall down. Hello extra damage multiplier.


    The one problem I've noticed in the game is that it seems to be that far too many people expect the class they play to be able to do it all, and win in any given situation. And because of this tunnel vision, or short-sighted view that so manypeople tend to have, their perception of their class gets skewed and they throw creativity out the window. Granted, some combos and/or attacks just suck in some instances, whereas in others they may save your butt.


    The thing is to not limit yourself too much, to pay attention to who and what you're fighting, attack or defend yourself accordingly, and to try and experiment a bit. Because in the end, if /spamattackmindpool doesn't work, and you've never bothered to learn anything else, of course you're going to lose.












    Pecheur - Elder Commando, still is (deployed)
    Troye McClure - Nub-tastic shipwright of doom.
    Fuhror - Scylla's first MCM/Pistoleer, former Fencer/Pistoleer
    Pander - Master Swordsman/Master Brawler/Master Medic
    Xanathos Aricon- MBH/Carbineer since the beginning.
    Zamochit - MCM Rifleman, former master Droid engineer.
    HardwiredXMan
    Mon Feb 28, 2005 7:17 pm
    #12

    Well,i know for sure that the clearing of the combat queue is not exclusive to rifleman only.just about any profession that uses a AOE attack and a mob dies when the queue is still full, the queue will then clear anything listed. this goes for any spin attacks (tkm, pike, swordsman, fencer), pisoleers fan shot and multitarget shot and riflemans AOE specials. I can't confirm carbineer.


    I have been having this happen with every profession that I have ever done since I started playing summer 2003. I just assumed that it was working as intended. Not really a problem for me though....actually I kind of like it.
    Ackehece
    Mon Feb 28, 2005 7:25 pm
    #13






    HardwiredXMan wrote:

    Well,i know for sure that the clearing of the combat queue is not exclusive to rifleman only.just about any profession that uses a AOE attack and a mob dies when the queue is still full, the queue will then clear anything listed. this goes for any spin attacks (tkm, pike, swordsman, fencer), pisoleers fan shot and multitarget shot and riflemans AOE specials. I can't confirm carbineer.


    I have been having this happen with every profession that I have ever done since I started playing summer 2003. I just assumed that it was working as intended. Not really a problem for me though....actually I kind of like it.






    I can confirm for carbs as well. I don't think of this as a bug - it makes sense to stop attacking when your target dies.



    "And these blast points, too accurate for Sandpeople. Only
    Imperial Stormtroopers are so precise"
    Rifleman Correspondent | Galactic Senator from Naboo
    Ackehece - Eclipse | Tife - TestCenter




    [--Riflewoman are all about sex drugs and rock and roll --]
    Encoded as per Garva




    Page 1 of 2
    Previous Next