Rifleman Archive

Thread: Rifle Bugs 12/22/04

Inkanissen
Sun Jan 09, 2005 6:25 pm
#14


Atradie wrote:


Waste93 wrote:
  • FS Ranged Mods - Force Sensative Ranged mods are not working for ranged weapons. However Melee mods are effect ranged weapons (new)


This really needs to be a top issue. I for one worked really hard to get my FS Speed only to find that it's broke.
Thanks for your time



/sigh

Took me long enough to make xp to be able to train that level IV box in Accuracy. Hope they will fix it soon.
Killez
Thu Jan 20, 2005 4:07 am
#15

AoE Bug - AoE attacks not hitting all targets in the cone of attack (old) wish they would fix this makes capping on rifles alot harder



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Va-Mei
Thu Jan 20, 2005 8:22 am
#16






Waste93 wrote:



  • Berserker Rifle - A part for this weapon does not have a serial number and is uncraftable because of this (old - Loot Revamp Issue)



  • I think we can actually break out the champagne and mark this one dead!


    I crafted my 3rd shiny new BerzerkerRifle just last night.


    Mithicle
    Thu Jan 20, 2005 12:05 pm
    #17

    Another AOE targetting issue. If you target a lair from range and que up several strafe shot II in the que when the first mob reaches and hits you the lair will stop taking damage even tho it is still selected. In addition the graphic shows you now firing at the mob that is hitting you but it also frequently takes no special damage. At that point you must cease combat to clear the que and then reselect your target or you will do special damage to nothing. If you select the lair againyou can begin to damage it but sometimes the mob on you causes the entire thing to begin again. I believe that the real problem here is auto fire. If you have something like a lair targetted auto fire does not seem to realize that you are already in combat and it attempts to change your target to what is hitting you. You end up in a state where the lair is selected and the specials are going off one by one from the que but no damage is being taken by the lair or anything else between you and the lair. I also believe that auto fire has changed the target to the mob but since it does not show up as the target on your screen the specials do not work on it, the result is no specials damage to either the lair or the mob that is hitting you.


    Why is the cone to restrictive at ground zero where you are? It will only hit a mob directly in front of you. Personally I think there should be 2 master level aoes for rifles one that works the way strafe II does very narrow at ground zero and wide at range. The second aoe should be 360 degree but limited to ground zero.


    Mithicle
    Cpl_Fisher
    Thu Jan 20, 2005 4:10 pm
    #18

    we do hae a 360 AOE, although a very weak one, its called point blank area 1.



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    CrashNgoBoom
    Thu Jan 20, 2005 4:31 pm
    #19

    When trying to "tab" a lock onto a target that is at a distance. You will lock onto everything that is around, behind, infront, of what you are actually trying to target. Even if the target you are trying to select is the "next farthest target."



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    Maavek
    Thu Jan 20, 2005 11:40 pm
    #20

    Agreed, besides the Force mods not working, Ithink that when I hit "tab" when getting rushed by a dozen stormtroopers, that the next 'tab' selected targetshould be the mad guy in the white armor closest to me, swinging a stick at me,instead ofthe minor worrt 96m away on the other side of the other 11 mad guys in white armor who are busy knocking me to my knees with carbines. 'Tab' never fails to select the least important target in front of me, and usually one that is not even within range. It seems to me that it should select the closest aggroed target first, and allow me to toggle through all possible targets from closest to farthest away. Same thing happens in pvp. 'Tab' selects all kinds of targets for me in no recognizable pattern, so in the heat of a battle, with everything and everyone moving too fast to mouse 'click' on, I find myself hitting 'Tab' too many times or wondering how many times I'll have to hit tab to get the guy right there in front of me, or if 'Tab' will ever find that target for me to start womping on at all.





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    Ni'kol
    Angyl Enhanced Shipwright
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    Maavek
    Thu Jan 20, 2005 11:49 pm
    #21

    My want list:


    1) FS ranged mods to work

    2) Tuskens to do kinetic damage (so i can finally join my guild on Nightsister Hunts)

    3) 'Tab' to select targets in a sensible manner


    one more:


    4) What IS up with my tooneither not firing or not doing any damage tosomething in my combat que, even when I do fire and hit, while in the midst of getting ganked by a bunch of mobs?



    Golden Rule of REing: The finished part is only as good as it's worst stat.
    Ni'kol
    Angyl Enhanced Shipwright
    Tatooine, City of Angyls 2080 3940
    Waste93
    Fri Jan 21, 2005 12:00 am
    #22






    Maavek wrote:

    My want list:


    2) Tuskens to do kinetic damage (so i can finally join my guild on Nightsister Hunts)




    I amnot inclined to request this. We have a great many damage types already. More than most. Though it makes sense that it do Kinetic, melee also needs their specific use. Kinetic has been deemed to be this.


    If we request and get this granted. Then by what reason can be exclude the melee from all the damage types we have? We can't. Nor should all professions have access to all the damage types. It would blur the differences between them all. They need to stand out and damage types is one way of doing so.





    Colonel Waste - The Wookiee Crusader
    Waste93
    Fri Jan 21, 2005 1:08 am
    #23






    Mithicle wrote:


    Why is the cone to restrictive at ground zero where you are? It will only hit a mob directly in front of you. Personally I think there should be 2 master level aoes for rifles one that works the way strafe II does very narrow at ground zero and wide at range. The second aoe should be 360 degree but limited to ground zero.


    Mithicle




    That is the difference between ranged AoEs and melee AoEs. Ranged go out in a cone. Melee are 360 degrees with a limited range. It doesn't make muchsense that you can swing a firearm thru a full circle hitting everything around you. But it does that you swing a sword, pike, etc in an arc doing so. It's part of what makes Ranged and Melee different.




    Colonel Waste - The Wookiee Crusader
    Va-Mei
    Fri Jan 21, 2005 7:56 am
    #24






    Waste93 wrote:





    Maavek wrote:

    My want list:


    2) Tuskens to do kinetic damage (so i can finally join my guild on Nightsister Hunts)




    I amnot inclined to request this. We have a great many damage types already. More than most. Though it makes sense that it do Kinetic, melee also needs their specific use. Kinetic has been deemed to be this.








    Kinetic isn't restricted to melee. Pistoleers have the Striker Pistol.
    Kryxal
    Fri Jan 21, 2005 11:29 am
    #25


    Regarding Pistoleers being an example of a non-melee weapon with Kinetic,they also have the melee-style AoE (that is, all targets within a range of you) at Master ... well, except that it's broken.

    Message Edited by Kryxal on 01-21-2005 01:31 PM



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    Waste93
    Sat Jan 22, 2005 1:04 am
    #26








    Va-Mei wrote:


    Kinetic isn't restricted to melee. Pistoleers have the Striker Pistol.





    True. But we also know how commonly used those are.




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