Rifleman Archive

Thread: Rifleman Bugs & Current Issues *12-22-03*

Silverglow
Sat May 01, 2004 1:20 pm
#144

Here are my issuse with rilfeman:


1. HAM costs are outrageous


2. If its going to be impossible to hit a target that closes to point blank range, then any target that charges directly at me should have a huge defensive penalty and suffer additional damage from any hit suffered while moving towards me. I can understand how zig-zaging would throw off our aim, but hand to hand fighters trying to close with a sniper (or any other character with a gun for that matter) should suffer lower defense, increased damage, and the possibility of being knocked down when attempting such a manuver. Obviously once they close to hand to hand range, we lose our advantage because of the nature of our weapons.


3. Terminal missions for solo players...I have to be sure to equip my flamethrower before selecting missions. Im at rifle 2/0/0/2 and can easily handle stormtrooper camps, but can only get low paying, low experience missions when my t21 is equipped. If you dont already have a maaset skill in something else, you cant get these missions without a group,


Other than that, im not far enough along in this prof... but it sounds like many specials dont work anyway.





I used to love this game. Even when I was bored, at least I was bored in the Star Wars Universe. It's not the game I bought anymore. I'm out.
Thrasher13
Tue May 18, 2004 7:44 pm
#145

Strafe shot 2 agro's through walls.
Waste93
Sat Jun 05, 2004 4:11 pm
#146



  1. Weapons with stocks and scopes are not showing up graphically when the weapon is equipped. The also do not show on the weapon itself if the weapon was a factory run. They will show if handmade, at least until you equip them.

  2. AoE attacks will aggro targets in the effected area even if there is no line of sight and they can not be targeted by the attack

  3. Specials will still cost HAM even if they do not go off for a reason such as out of range, wrong weapon equipped, etc. If you can not do a special, then it shouldn't still cost you HAM.

  4. SurpriseShot does not do what it's description states.

  5. Lack of animations for certain specials such as StrafeShot2


Message Edited by Waste93 on 06-18-2004 12:41 PM



Colonel Waste - The Wookiee Crusader
Waste93
Sat Jun 05, 2004 4:33 pm
#147






A Rifleman runs at me, 7m away, and puts 2 advanced strafes in my face with his T21. At that close, having a sniper rifle means you should miss......big time. I






The T21 is NOT a sniper rifle. It's an automatic weapon.Basically it's a high powered light machine gun.






As long as Riflemen wasn't the only class to have high accuracy from almost anywhere, the ability to hit your mind pool, and the ability to use weapons which negate all armor. There wouldn't be a problem.






The aren't. A Master Pistoleer is just as accurate atmax range as a Rifleman is at min range. There is a cap on your chance to hit that is capped at around 95%. Also specials have built in accuracy bonuses. Rifle bonuses in this regard are capped low at around +15. Pistols are capped much higher, up to +50.


There is no weapon that negates all armor that Riflemen use.






In my honest opinion, mind should not be targetable. It would mean riflemen would attack the stats the rest of us have to






Swordsmen,TKA, and BH's can target the mind pool. That means almost half the combat professions can target that pool. This is also only of importance in PvP. Also in the combat rebalance the Devs have stated they are going to make changes so that the Mind is not the determing factor in PvP.


Furthermore this issue has nothing to do with Riflemen. It has to do with changes that were made to Armorsmiths, Chefs, Medics, and Doctors.






Lower the Riflemen accuracy modifier to about 120 id say, i believe it's 160ish right now. Then make rifles that work from 50-70ish meter rang have +20-30 more than they do now.






The higher Riflemen accuracy mod is to make up for their lower accuracy mod inherent in the specials themselves. If you factor in those mods the accuracies are about equal.






You still have the ability to attack our unhealable (without a combat medic wounding himself) pool with weapons that negate armor.






Again, there are no rifles that negate armor.






I'd also like to ask why Strafe Shot 2 is a cone attack? Rifleman should be all about single target high damage, plus the attack states it "brings a target out of cover", when it should read "blows chunks out of multiple targets at once".






Why should that be so? You are operating under the misconception that Riflemen are Snipers. It's impossible to have snipers given the limitations that have been put in place. Riflemen are Infantry. And Infantry use assault rifles. These are capable of automatic fire. Hence the presence of AoE attacks in the Riflemen profession.


StrafeShot2 has the ability to make targets that are using /TakeCover to loose that status. However since /TakeCover is not used in the game, especially in PvP, that ability has no real use.



Colonel Waste - The Wookiee Crusader
bozrah
Mon Jun 07, 2004 1:51 pm
#148

dude waste...you are the shiznit
JediGias
Wed Jun 16, 2004 7:06 pm
#149

What does suprise shot do? It seems to do nothing at the moment, thus being a bug. Perhaps I just don't know what it is supposed to do, but I thought that basically it was a better conceal shot. The description isnt healpful in the least.







__________________________________________________________________________________________________

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XaverriJade7
Wed Jun 16, 2004 8:37 pm
#150






JediGias wrote:
What does suprise shot do? It seems to do nothing at the moment, thus being a bug. Perhaps I just don't know what it is supposed to do, but I thought that basically it was a better conceal shot. The description isnt healpful in the least.





It's buggered





Kezia Sunshade
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LRRCP
Sat Jun 19, 2004 10:30 am
#151

What does suprise shot do? It seems to do nothing at the moment, thus being a bug. Perhaps I just don't know what it is supposed to do, but I thought that basically it was a better conceal shot. The description isnt healpful in the least.



It gives me 2k hits sometimes, standing or kneeling.


KEGMAN5703
Tue Jun 22, 2004 9:15 pm
#152





~Lethal Hellfire~

~Member Of The World Terror Federation~

AngelofWar87
Sat Jun 26, 2004 12:46 am
#153

I don't think it would be a good idea to change the weapon damage types just because that they might get carried away and fix everything else. For example: The T-21 is not reallya rifle at all, but a automatic weapon use like a M60E or SAW. The FWG5 is a flechette gun, not a [heat]? gun. The Ryyk blade is only made by wookiees and would cause problems in the hands of other beings. The stun baton really should not be a sword because...it isnt one. Well, you get my point.
Qberthappy
Sun Jul 04, 2004 10:36 pm
#154


1. dont make a 3 second speed cap

2. give us a 5x damage mod move before master rifleman make it like stopping shot only for rifles

3.make concealmnt useful in the game like by making us invis untill we shoot and put like 5 minute timer on it or something

Message Edited by GarVa on 07-09-2004 07:45 AM

osraowo
Thu Jul 15, 2004 6:30 am
#155

wow... i just became a master rifleman so i decide to get on here and read some... and i have to say that i'm extremely shocked of the very immature ppl on here that get beat in PvP by a rifleman or something and get on here and ask for nerfs, don't try and thing about it in reality it is a game u nimwits, gosh... i really love master rifleman it is great i have it comboed with TKM and u know what in PvE it rocks, in PvP it is cool two because i have the melee toughness but also, i have kinetic knucklers if u get up on me i can do crap to you... lets stick to reporting bugs and not getting on here an flaming rifles because there are sore losers out there
Gua2
Sun Jul 18, 2004 7:32 pm
#156

Well, I thought this was supposed to be about bugs and current issues, and here's my current issues and what bugs ME. Listen, I'm from Texas, grew up with guns, go huntin with guns. We shoot stuff in the woods partner, and lemme tell ya somethin; I'm tryin rifleman for the second time now. Take cover don't seem to really work. You get a couple mind shots, maybe a head shot, and then ya gotta hit em with supression or they see you and charge ya. Take cover should work better, and I think there should be camo's you can buy from tailors and wear, and it makes ya damn near invisible to creatures. Next issue is, in real life, if I had a gun like that T21, it would prolly be a British or German WW2 surplus anti-tank rifle of about .80 cal, as it is supposed to be the best armor pierce ranged weapon in the game. I mean, just look at the thing, man. You shoot a huurton, which is basically a dog, he's goin down hard in one shot. (*Points thump UP at ceiling) Jack up the damage y'all, this gun should be hittin for 8k at novice. Take down an ATST in one hit too. Anti tank rifle.

As for all the PvP whiner babies, go back to UO or whereever ya came from, all you guys do is lag up the towns when I gotta go somewhere. Everywhere you go outside towns on this game there are creatures that are gonna try to GETCHA, that means PvE. That's about 90% of the game. But if it'll make y'all happy, I'm sure they can adjust the programming that has to do with that 75% dam reduction they already have in PvP, just so the big rifle doesn't scare ya TOO much hehehehe. *BAM! j/k

BTW shouldn't it sound a whole lot deeper? Like a deep, somewhat muffled THOOOM! that you can hear way off, as well as hear the bullet singing way way off, you'll know there's a hunter off out there somewhere. And also, shouldn't we have to buy huntin liscense from Rangers or somebody? Maybe they could be the game wardens too, I dunno. Gimme a droid that can cool down my beers while yer at it heh.
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