Rifleman Archive
Thread: ai range 64m is bs, i can prove it
okay here is what you do i have done it 20 times.
i have turtor out side of my house on talus, what is do when i am bored is run out side of my house hit them with mind shot two and run back in. when i run into the house combat turns off. and the beast runs away usually 150m away but as the bleed still hits them. if i go out side they reinitiate combat as soon as they bleed again and start chargeing me again.
so saying they can't find you if you hit them outside of 64m is crap. go ahead and try it. hit with a bleed then run into your house, they peace, and run away you step out side and then they go hostile again and charge ya from 150m.
Tal'J'kaar
i agree....bleeding makes them agro you each time they suffer damage.... found this out when bleeding Force sensitive creatures on Datooine...thankfully i was faster then them. they were agroing from 130-150m. also i have been fired upon by NPCs when i was 67m away from them.... hmmm very strange.
Osiris
The aggro range is 64 m. its true, here is how it works: When you fire that bleed shot on the Torton, you are inside 64m. Its then The AI finds you.
Even if they go to 300 m, they are still locked on you and will find you back since they aggroed you INSIDE 64m the first time.
As for being shotted from 67 m, we currently have lag problems in game that makem mob appear farther than what they really are. I've seen mobs appear at 45 m and the next second they are on top of me.
The dev stated many times that the aggro range was 64 m and thats why no weapon will ever shoot farther than that.
ZelerianIA wrote:
The aggro range is 64 m. its true, here is how it works: When you fire that bleed shot on the Torton, you are inside 64m. Its then The AI finds you.
Even if they go to 300 m, they are still locked on you and will find you back since they aggroed you INSIDE 64m the first time.
As for being shotted from 67 m, we currently have lag problems in game that makem mob appear farther than what they really are. I've seen mobs appear at 45 m and the next second they are on top of me.
The dev stated many times that the aggro range was 64 m and thats why no weapon will ever shoot farther than that.
Yes you're right.. so why does this not fit the sniper/riflemen profile.... as with what you'd expect from a sniper under cover.. you don't know your shot till you're shot.
So we get 1 free shot which isn't any different then currently sitting 63m away. They don't agro on you at 63 until you miss a shot or don't fully kill them in 1 shot.
Ok smarty pants... explain this to me.. I'm 63m away from an agressive mob.. wait for it to walk out of range 65m+ and hit any attack you want. Why is it possible that the MoB gets agro'd and it's friends go buggy and attack also.
So it would appear that th 64m issue only relates to none combat related agro. and again that's exactly how a riflemen should be played.. the victum should never know you're there.
The devs are just taking the easy way out because they know that every other class with go ape-shat if they add that to riflemen and now a pistol can reachout and tap you at max range (64m).
Oh boo hoo
UniSmurf wrote:
Ok smarty pants... explain this to me.. I'm 63m away from an agressive mob.. wait for it to walk out of range 65m+ and hit any attack you want. Why is it possible that the MoB gets agro'd and it's friends go buggy and attack also.
Oops foget to mention that your gun can't fire and DOESN'T fire because they are out of range.
Bah, that might just be a bug because often, 65 m is the postion of your character. The tip of your gun is at 64m and they aggro.
I never had a mob aggro on me for more than 64 m, so I can't comment on that.
I agree comet that the dev could be lying, but I hope that people playing other professions doesn't go ape**edit** if they fix our profession. If they fix BE pet, will you go ape**edit**? If they fix commando, will you complain?
I won't those guys have the right to play the profession as intended, just as we do. I'll personnaly give a hell of a time to anyone who complain if they make a rifleman a ..................................................rifleman
if you fight something and run into your house until the creature is no long agro on you and you step out side it will not charge you a second time. with this in mind a creature bleeding will not agro you when you step out side untill it bleed again. if it is 100m away it will charge when it bleeds. so in theory the AI is targeting me again from a non-argo stat from over 65m.
i don't thnk my point was clear as it could have been in the first post
I'd like to think it's the 65m bug but it happens at 68m and greater.. try it on some highly agressive creatures.. get within 60m then let your target fly/walk out of range.. the others may be in range or not, doesn't seem to matter.. hit attack.
Your gun can't fire but the group of creatures gets agro'd. It goes down hill from there.
Riflemen shouldnt appear as red dots on radar when overt. we should have a range of 74m. that is all. Overbalanced? how so? we are snipers. were SUPPOSED to be hidin. YOUR not supposed to be able to see where the shot came from. we shouldnt appear red on the map BUT we should still be able to get targeted. WE SHOULD NOT be knocked down while prone. If these were added with the couple of other fixes the Riflemen will be WHAT WE ARE SUPPOSED TO BE. F'ING SNIPERS WHO SUCK AT CLOSE RANGE!!!!!
Osiris
"Overbalanced? how so?"
Maybe because you want all the benefit of being Overt with none of the risks?
Just a hunch.