Rifleman Archive

Thread: Rifle Bugs -=Saturday 07 May 2005=-

Ackehece
Fri May 06, 2005 11:37 pm
#1


  • Broken Weapon Certs


    • Tusken rifle

  • Cover Bug 1


    • you load uncovered if someone crosses a server boundry


      • you are seen for a split sec when


        • unloaded for opponent

        • loaded but out of radar range - then opponent comes into range

        • loaded but in radar range - opponent ran out of and back into range

  • Cover Bug 2- skill does not work unless on perfectly flat ground


    • temp fix: pavement, porches, scout camps

    • no error message as to the failure - just a clunk during warmup

  • SniperShot - same as cover bug 2

  • Aim


    • icon does not show often

    • fails often

    • best version is not significantly longer then the next best version




"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




CraftAddict
Fri May 06, 2005 11:58 pm
#2

Aim, being a windup has the same bugs as snipershot and coverup. So does firearmstrike, but the chance of failure is very short because of short windups.



Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
----------------------------------
Master Rfileman - Master Marksman - Combat Medic
akjedimaster
Sat May 07, 2005 4:13 am
#3

So when do we get it fixed?



Carry the Emperor's will as your torch, with it destroy the shadows.
Treal
Sat May 07, 2005 5:19 am
#4

Would you consider everything aggroing to the riflemen/women a bug? They forget they are being hit buy the person next to them and fire at the person holding the rifle 64m away.
Tucheck
Sat May 07, 2005 9:28 am
#5



Ackehece wrote:
  • Broken Weapon Certs
    • Tusken rifle
  • Cover Bug 1
    • you load uncovered if someone crosses a server boundry
      • you are seen for a split sec when
        • unloaded for opponent
        • loaded but out of radar range - then opponent comes into range
        • loaded but in radar range - opponent ran out of and back into range
  • Cover Bug 2 - skill does not work unless on perfectly flat ground
    • temp fix: pavement, porches, scout camps
    • no error message as to the failure - just a clunk during warmup
  • SniperShot - same as cover bug 2
  • Aim
    • icon does not show often
    • fails often
    • best version is not significantly longer then the next best version






Thank you for taking the time to acknowledge these /bugs. I do hope that a fix is within sight. It's just nice to know I'm NOT doing something wrong or I'm not crazy when I have to hit /cover 7 or 8 times and it STILL doesn't cover.

Just for my information though, what IS the min distance from ANYTHING that a player should be before /cover SHOULD work all the time?

Once again, thank you for your efforts.



_________________________________
Tubeck Idos
________________[-FUN-]________________
Master Bounty Hunter
"Tubeck knows better then to trust Sculley"
"Diplomacy is the art of saying 'nice doggie' while reaching for a stick. "It has been said, "Let he who hath no sin, cast the first stone". So why didn't someone pass Jesus a rock?
KyeAshke
Sat May 07, 2005 4:19 pm
#6

I've got one to add.

When an NPC is rooted, and a tank is attacking them, they can 'ping' to your position instantly, even though they haven't unrooted yet. Which causes me no end of problems. It's the same situation as with NPCs walking through walls. They will run at the wall to get away from you (or at least did pre-CU) then suddenly be x meters away. It's almost as like it realises that it can't get through for a bit, but the the server takes the information of where it should have been going, and how fast, and puts in it's new position. As if all collision is done client-side. Which makes sense on one hand, but not in these situations.

Bah. Bah I tell you!

Message Edited by KyeAshke on 05-08-2005 12:27 AM



-Kye
---------------------------------
"Mr. Vader is the daddy..."

"He who 'hah hahs' last, 'hah hahs' hardest." - Nelson

Balanced != Nerfed

IGN: Kye'Ashke: Mentat Master of Assasins; Naboo, Chimaera
Mujadaddy
Sat May 07, 2005 5:12 pm
#7

Tucheck -- I believe it's 20m

Has anyone noticed ANY effect from /aim ? I seem to do the same damage with or without /aiming . . .



bicbg NÒ"xpN < ARR AAY ESS PEE >
*Nothing* Beats Two-Buddies-Cheating Kung Fu!!! -- Razzle, R.I.P.
Master Troll Feeder M Master Thread Killer
Populus vult decipi, ergo decipiatur...
"Do you remember when I said I'd kill you last, Sully? ... I lied..." - Col. John Matrix

Tucheck
Sat May 07, 2005 5:28 pm
#8



Mujadaddy wrote:
Tucheck -- I believe it's 20m

Has anyone noticed ANY effect from /aim ? I seem to do the same damage with or without /aiming . . .




There is an "aim" ability?



_________________________________
Tubeck Idos
________________[-FUN-]________________
Master Bounty Hunter
"Tubeck knows better then to trust Sculley"
"Diplomacy is the art of saying 'nice doggie' while reaching for a stick. "It has been said, "Let he who hath no sin, cast the first stone". So why didn't someone pass Jesus a rock?
Mujadaddy
Sat May 07, 2005 6:10 pm
#9

Exactly



bicbg NÒ"xpN < ARR AAY ESS PEE >
*Nothing* Beats Two-Buddies-Cheating Kung Fu!!! -- Razzle, R.I.P.
Master Troll Feeder M Master Thread Killer
Populus vult decipi, ergo decipiatur...
"Do you remember when I said I'd kill you last, Sully? ... I lied..." - Col. John Matrix

PyscoJuggalo
Sat May 07, 2005 10:14 pm
#10






KyeAshke wrote:
I've got one to add.

When an NPC is rooted, and a tank is attacking them, they can 'ping' to your position instantly, even though they haven't unrooted yet. Which causes me no end of problems. It's the same situation as with NPCs walking through walls. They will run at the wall to get away from you (or at least did pre-CU) then suddenly be x meters away. It's almost as like it realises that it can't get through for a bit, but the the server takes the information of where it should have been going, and how fast, and puts in it's new position. As if all collision is done client-side. Which makes sense on one hand, but not in these situations.

Bah. Bah I tell you!

Message Edited by KyeAshke on 05-08-2005 12:27 AM




Also if a MOB is KD'ed, I've seen many MOB's once their KD'ed and I unload a few head shots slide on their arse right for me.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Nnekk
Sat May 07, 2005 10:49 pm
#11


PyscoJuggalo wrote:


KyeAshke wrote:
I've got one to add.

When an NPC is rooted, and a tank is attacking them, they can 'ping' to your position instantly, even though they haven't unrooted yet. Which causes me no end of problems. It's the same situation as with NPCs walking through walls. They will run at the wall to get away from you (or at least did pre-CU) then suddenly be x meters away. It's almost as like it realises that it can't get through for a bit, but the the server takes the information of where it should have been going, and how fast, and puts in it's new position. As if all collision is done client-side. Which makes sense on one hand, but not in these situations.

Bah. Bah I tell you!

Message Edited by KyeAshke on 05-08-2005 12:27 AM



Also if a MOB is KD'ed, I've seen many MOB's once their KD'ed and I unload a few head shots slide on their arse right for me.





Does it look like a dog scooching his butt holio across the carpet because it itches?

One other "bug" and or "balance" issue in general is that the RM is not the almighty "Nuker" they said we would be. I expect to see a bit more damage dealt out for the action costs associated with our specials.

Message Edited by Nnekk on 05-07-2005 10:50 PM



Dev's: Can we get the SEA mods that do not work replaced with mods that do? Also, while you're at it, make sure to update the loot table by deleting mods for SEA's that are no longer applicable. Thanks.


CraftAddict
Sun May 08, 2005 7:36 am
#12

http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=94687

Everything, you did and didn't want to know about aim.



Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
----------------------------------
Master Rfileman - Master Marksman - Combat Medic
PyscoJuggalo
Sun May 08, 2005 12:11 pm
#13






Nnekk wrote:

Does it look like a dog scooching his butt holio across the carpet because it itches?

One other "bug" and or "balance" issue in general is that the RM is not the almighty "Nuker" they said we would be. I expect to see a bit more damage dealt out for the action costs associated with our specials.

Message Edited by Nnekk on 05-07-2005 10:50 PM





Yes, yes it does.....


Reminds me, I got to go to Dantooine or Lok.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
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