Rifleman Archive

Thread: Pub 19 on TC Notes

Cpl_Fisher
Tue Jun 21, 2005 6:59 pm
#14

/cheer ack



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
RebRifle
Tue Jun 21, 2005 8:01 pm
#15

seemed random to me thats all. Dunno the effect yet
PsychoticChipmunk
Tue Jun 21, 2005 9:19 pm
#16






Levoyan wrote:
20 meters is too close to be using sniper shot anyway, I dont want to be that close to anybody while prone. If thats outr "Nerf" Im cool with that!




If they only have 1 snipershot's worth of health left I'd be more than happy to be prone at 15 meters and oblige them with death's sweet embrace.


However that isn't the primary concern but the precedent it sets. They don't feel anything wrong with limiting our up close range yet have adamantly refused to increase our maximum to a point where we know the game can handle it. Have even gone so far as to say that they are going to nerf our 'workaround' with the cyber-arms to ensure we don't get to have a ranged edge.




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0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
Ackehece
Tue Jun 21, 2005 11:16 pm
#17

and now for the bad news

autotarget does work against conceal shot - I have bugged it in game and will do so in the publish thread.



"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




Warmaker01
Tue Jun 21, 2005 11:30 pm
#18

Bah! Figures.

I hope the devs don't hate Rifleman the way they hate Commandos and Smugglers. And Creature Handlers. And Rangers.

Geauxx
Wed Jun 22, 2005 12:16 am
#19

This is the main Rifleman Note;


Rifleman



  • Sniper Shot - Added 20 meter minimum range

The rest of the notes can be found here.

Message Edited by Geauxx on 06-21-2005 03:13 PM



Geaux Darkcloud
Bounty Hunter / Horrible Pilot / Tobacco Spitter / All Around Cajun/Tapoh's Alt
One of the Last Survivng Members of the O-o-D
N
Ratel
Wed Jun 22, 2005 4:54 am
#20






PsychoticChipmunk wrote:


However that isn't the primary concern but the precedent it sets. They don't feel anything wrong with limiting our up close range yet have adamantly refused to increase our maximum to a point where we know the game can handle it. Have even gone so far as to say that they are going to nerf our 'workaround' with the cyber-arms to ensure we don't get to have a ranged edge.





Isn't there a note that says the range of cybernetic arms will be increased




--
Cheers,

Ratel
Levoyan
Wed Jun 22, 2005 7:23 am
#21

I am not liking the looks of that, I think the comment about commando, squad leader, CH etc, ....may be eerliy prescient



No need for a fancy sig anymore,
Levoyan RIP 12-01-05
Gazzy Babe/Gaz-Uk RIP 12-08-05
PsychoticChipmunk
Wed Jun 22, 2005 8:23 am
#22






Ratel wrote:





PsychoticChipmunk wrote:


However that isn't the primary concern but the precedent it sets. They don't feel anything wrong with limiting our up close range yet have adamantly refused to increase our maximum to a point where we know the game can handle it. Have even gone so far as to say that they are going to nerf our 'workaround' with the cyber-arms to ensure we don't get to have a ranged edge.




Isn't there a note that says the range of cybernetic arms will be increased





No, there isn't.


Anyone have the post earmarked saying that we will no longer be able to use dual +10's since it goes beyond the maximum range that is supposed to exist in the game? That holding true and them taking away 20 meters of our range=scary possibilities for the future. I don't mind having a minimum range req so long as I have a further maximum range cap. T*t for tat, so far we're just getting tat's.




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KzinKiller
Wed Jun 22, 2005 8:31 am
#23



Ackehece wrote:
and now for the bad news
autotarget does work against conceal shot - I have bugged it in game and will do so in the publish thread.




Eh ... that's a drag but thanks for verifying.

That leaves 3 options for what will happen when this goes Live:

(a) Goes in exactly as-is with no changes

(b) Goes in but fixed so Conceal Shot doesn't cause autotarget

(c) Removed until they get it right

Any bets?




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
Nisdain
Wed Jun 22, 2005 10:15 am
#24



KzinKiller wrote:


Ackehece wrote:
and now for the bad news
autotarget does work against conceal shot - I have bugged it in game and will do so in the publish thread.




Eh ... that's a drag but thanks for verifying.

That leaves 3 options for what will happen when this goes Live:

(a) Goes in exactly as-is with no changes

(b) Goes in but fixed so Conceal Shot doesn't cause autotarget

(c) Removed until they get it right

Any bets?




Probably A, if not then C. B just wont happen.

And it wasn't the range of the arms being increased its the damage from the specials related to them is what they were talking about (the two ranged ones do like 150 max damage to a target atm bleh!)



-Nisdain Vesrial / Caspers Neetakka
Geauxx
Wed Jun 22, 2005 10:42 am
#25

Ack don't let them take away our element of surpirse with this damn auto target. If they stick with it I suggest that you tell them to take away the /cover command all togehter and give us a powerful attack special that we can use while standing and on the move. Yes /Cover could still be used even without attacking someone but that would be a serious nerf to our profession.



Geaux Darkcloud
Bounty Hunter / Horrible Pilot / Tobacco Spitter / All Around Cajun/Tapoh's Alt
One of the Last Survivng Members of the O-o-D
N
fletcherreed
Wed Jun 22, 2005 2:17 pm
#26






PsychoticChipmunk wrote:






Ratel wrote:





PsychoticChipmunk wrote:


However that isn't the primary concern but the precedent it sets. They don't feel anything wrong with limiting our up close range yet have adamantly refused to increase our maximum to a point where we know the game can handle it. Have even gone so far as to say that they are going to nerf our 'workaround' with the cyber-arms to ensure we don't get to have a ranged edge.




Isn't there a note that says the range of cybernetic arms will be increased





No, there isn't.


Anyone have the post earmarked saying that we will no longer be able to use dual +10's since it goes beyond the maximum range that is supposed to exist in the game? That holding true and them taking away 20 meters of our range=scary possibilities for the future. I don't mind having a minimum range req so long as I have a further maximum range cap. T*t for tat, so far we're just getting tat's.





I think every rifleman would mind having a min range req. How are we going to fight in any dungeons? Not realistic.

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