Rifleman Archive
Thread: 11-13-03 Official Patch Notes Rifleman Changes
Euro servers are up. ![]()
New character sheet is cool.
Examine is bugged, can't see any stats on armour, weapons, mobs etc.
Not sure if decay upon death is in, don't want to try it until I can examine my items.
You forgot something..
# Added the healMind command for Combat Medics. This enables the Combat Medic to restore mind pool damage at the cost of mind wounds to himself.
So much for our "advantage"
- Social creatures will no longer respond to attacks on their friends which they see, but which their friends do not respond to. For an example of the bug: If you throw a trap and it fails to effect the target, the target will not attack you but all of its friends WILL. For another example: If you /taunt a creature and it is out of range of the taunt, it will not attack you but all of its friends will. With this change the social friends should only respond to the attack if it really does push the defender (their friend) into combat-mode.
- Removed "double movement speed" for creatures in Frenzy mode: this will reduce many instances of creature warping.
If we got accuracy +100, and the BH charging you got ranged defense +100, how much good does it do us? If all ranged professions got accuracy +100, a pistol STILL is as accurate as a rifle at max distance, and we STILL can't use it in close combat due to the 2.5 modifier.
Can anyone provide the numbers for the other professions?
Swiller wrote:
They also nerfed bleeds/dots so they don't incap. But the new defenses/modifiers look like they will rock.
One of the best changes IMHO. Gone will be the days that the animals, npc's walk off and die while we are incapped, leaving us with no xp or harvest/loot.
Rifle got accuracy, ranged and melee defense
Pistol got melee defense, and some state defenses.
Carbine got state defenses
BH and Commando got squat
Basically, the combination of our increased accuracy SHOULD make us better at range than anyone else, plus our increased ranged defense will lower the accuracy of anyone shooting us.
And the personal bonus for me, TKA got better ranged and melee defense as well!!! ![]()
Mortious wrote:You forgot something..
# Added the healMind command for Combat Medics. This enables the Combat Medic to restore mind pool damage at the cost of mind wounds to himself.
So much for our "advantage"
It may not be as bad as it seen to be.
I have checked with my PA CM, it cause great wound on the CM mind/willpower/focus stats whenever they used mind heal. Kind of like when doctor/medic are using /tendwound w/o those woundpack. Though the mind heal was like almost 100% heal.
i follow wots being said, but how do i know if me range has increased?
Do i need to buy a new T21? Because at the min i still have to get within 60 odd to take a shot, which in turn lets them attack me!
i fairly new on the tree at the min but having a Rifle u would of thought that the range would be a plus factor for us as we could shoot b4 being shot at!