Rifleman Archive

Thread: 11-13-03 Official Patch Notes Rifleman Changes

klawlegna
Thu Nov 13, 2003 6:10 am
#1

- Rifleman improvements; Increased rifle accuracy, rifle Aim, melee defence, ranged defence, blocking modifiers and ranged defense modifiers.



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Sudelaya - Rage of Carkoon
"The Villain of Kettemoor"


feck
Thu Nov 13, 2003 7:52 am
#2

What was the accuracy improvement? Has any noticed a difference. (stuck at work)
blackoutcl
Thu Nov 13, 2003 8:18 am
#3

As of 10:15 est servers are still down


Seflyn
Thu Nov 13, 2003 8:32 am
#4

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.




_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
Mortious
Thu Nov 13, 2003 9:12 am
#5

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"




Mortious
~~~~~~~
The Hunters Network
www.hunters-network.com
Swiller
Thu Nov 13, 2003 10:14 am
#6

They also nerfed bleeds/dots so they don't incap. But the new defenses/modifiers look like they will rock.
DVader539
Fri Nov 14, 2003 1:22 am
#7

Don't forget...

- 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.



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CaLVines
Fri Nov 14, 2003 1:38 am
#8

I don't want to reduce anyone's enthusiasm for those changes, but being pessimistic as I am I have to question that our new skill mods actually do much. To see if this helps us, we need to look at the values for us AND the values for other professions.

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?
dragonisthedoor
Fri Nov 14, 2003 1:40 am
#9






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.




Drache
Vopn
Fri Nov 14, 2003 1:58 am
#10

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!!!




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Vopn Hermadur
Master Rifleman - Teras Kasi Master

"The Presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it." --Terry Pratchett
LiZhiYong
Fri Nov 14, 2003 9:21 pm
#11



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.



Harrison Lee
Master Rifleman / Novice Doctor
Imperial Colonel
Eropagnis - Flurry
RotorofCorRng
Fri Nov 14, 2003 9:25 pm
#12

I ckd with our PA CM also. Instant 120 mind wound for him when he healed my mind from poison.



Rotor - Will cease to exist May 3rd.
eXoCron
Sat Nov 15, 2003 5:07 am
#13

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!





WIQED BrotherHood Founder - Rest in Peace!
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