Rifleman Archive

Thread: Specials/Bugs CU/R/B

lammergeier
Fri Apr 01, 2005 1:30 pm
#14



KundoJet wrote:


lammergeier wrote:

/snip
but yeah... I can pop golf balls at 50m with a pistol...

Note to self: Don't piss off lammergeier!





smart move.



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
Atobusarragra
Fri Apr 01, 2005 8:43 pm
#15

Currently (as of a few hours ago) ALL specials were working. You just needed to know the /<command> make a macro, put the icon in your toolbar and you were good to go. Of course, spamming snipershot or headshot with a cdef rifle still only does weak damage, but nonetheless you can get them to work. I even threw poison without any poisons LOL!
MWJ
Fri Apr 01, 2005 9:23 pm
#16

Are Elite trainers up?



Colonel Ervin Talliaferro
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Private Vendors at -7163, 5427 Naboo, inside Killimar War Center. Other Vendors coming soon.
KardenTyrell
Sat Apr 02, 2005 4:08 pm
#17

I've tested /cover a couple of times, and I'm liking definatly what I see....though with still the limited ranges....15 meters is a bit too big. You can set a perfectly good ambush...and a teeny wayward baby wortt deciding to hopp by can ruin it.

5 to 10 meters would be better though.

I like that we still can move prone when in cover, although slow....it could get real interesting, especially with ranger combined.



- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
Mot-Irujam
Sat Apr 02, 2005 5:02 pm
#18


The lack of targeting modifier numbers over the targets head is a major one for me. Also, My accuracy dosent seem to be effected no matter what position I am in (Prone, kneeling, or standing).


This isnt a bug, but it is a personal problem with the new stuff. The new rifle sound, that high pitched fwee noise? It is painful to me. I am sensative to high pitched noises, and every time I fire my CDEF I wince. I now have to play with the sound off. Also, it dosent sound "Star Wars", it sounds "Cheap 80's Sci-Fi".


It is bloody ridiculous that a team of 8 people, all armed with various combat professions, from melle tanks, to ranged with CDEF's, get massacred by single chubas or diseased nunas. I cannot count the number of times I saw people get KILLED by the noob critters in the noob area in theed. And this was when there was about 75 people there fighting all at once.


Also, they need to change the way XP works. Right now, Kill stealing is the name of the game. Get in more damage, do it faster, and you can steal all the XP. It is sanctioned griefing. Want an example I can give one. Lets say "X" sees "Y". X dosent like Y, and sees that Y is leveling on some chubas. X is higher level than Y, so he goes over, and steals all of Y's kills, making it so Y gets no experience, loot, or resources.And there is nothing Y can do about it other than ask X to stop, or file a CSR ticket that will be ignored.



\#ff1490\ The Fuschia Family, Glowing at the universe, because its a dark place
The Pink Ranger, because Pink is the best color to hide in.
Camp Free, Camp strong, and dont let the wookiee near the HTFB's Barbeque.
The Nair cannon, the final solution to the shedding problem in the galaxy
If this game were any more screwed, it would come with a free hotel room.
Ackehece
Sat Apr 02, 2005 10:30 pm
#19


  • -invalid target- spam


    • in pvp if you try a special it will say -invalid target- if there is a los issue

    • if you use /attack it will say -can't see- or start the attack. which means there is a los but the specials for some reason don't work

    • So the -invalid target- spam is suspect.


*see above* if you have a bug try this format as it allows me to understand quickly the issue and the steps to reproducing it.




"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




Kregi
Sat Apr 02, 2005 11:27 pm
#20

I get jedi xp for using firearm strike special. The new amount of xp is great for grinding though. Almost made novice rifles tonight. Getting up to 1600 rifles xp per kill. This is alot easier then when i started out 2 years ago.



Accounts Cancelled

Carini - last day Nov. 15th 2005
Mapiasal - last day Dec. 12th 2005 - last day cut short: SWG uninstalled Nov. 27 2005

The life has been sucked out of this game.......thanks SOE.

The CU was halfass. The NGE doesnt even have an ass.
Ackehece
Sat Apr 02, 2005 11:41 pm
#21


at this point in the thread




Issues:



  • discovery radius on /cover may be to big or to easy to break if a chuba hopping past withing 15m auto breaks it

  • possible forced templates (specific vs generic xp for profession outside of the basic combat ones even if cert'd to different weapons)

  • spamming of specials - the autoattack is just autospam (which I thought we were trying to get rid of!)

  • sound effects on low level weapons are bad

  • xp rewards were to low... now appear to be to high

Bugs:



  • -invalid target- LOS issue

  • firearm knock down - jedi xp rewards



"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




Va-Mei
Sun Apr 03, 2005 3:51 am
#22






Ackehece wrote:


spamming of specials - the autoattack is just autospam (which I thought we were trying to get rid of!)




I was actually quite relieved when I learnedthis feature is in there. Trying to co-ordinate during combat via chat will mean you stop firing all together otherwise. Answering tells from customers while in combat won't be any better. I don't know what things will be like post CU, but in live, there have been more than a few times that I wanted to continuously fire at cyclic for 10min or more (Ancient Krayt anyone?). It's not like repeatedly spaming the same attack again and again is our best choice in combat, just an easy road when you need to do do something else for a few seconds.


One thing that I found missing from the auto-attack, was the ability to keep firing on a lair. The seamingly never ending mashing ofmy f10 & 11 keys to bust a lair is getting old. I'm about to write a macro to do it for me...

Ackehece
Sun Apr 03, 2005 8:12 am
#23




Issues:



  • discovery radius on /cover may be to big or to easy to break if a chuba hopping past withing 15m auto breaks it
  • possible forced templates (specific vs generic xp for profession outside of the basic combat ones even if cert'd to different weapons)
  • spamming of specials - the autoattack is just autospam (which I thought we were trying to get rid of!) (modify this to say auto-attacking with best attack is probably not a great idea * wonders if autoattack only works with marksmen specials*
  • the ability to differentiate between special pools (which attacks are linked to which attacks)
  • All marksmen specials are in the same attack pool
  • sound effects on low level weapons are bad
  • xp rewards were to low... now appear to be better
  • some people find the toolbar icons to cluttered
  • mission bases take to long to kill for novice level missions if you have novice level skills

Bugs:



  • -invalid target-pvp/pve LOS issue
  • stairs blocking los
  • firearm knock down - jedi xp rewards
  • babies rewarding to much xp for the difficulty level
  • auto-attack not working on lairs
  • ui not updating to show member health
  • food without stats
  • con being right for one profession
  • scout skills do not grant health bonus
  • states icons stick forever on your character

    • well I wish I could burst run forever it is not true

  • ranged shot drains ham
  • /autofire does not work on nest/bases/flags
  • /ui action clearCombatQueue resets move timers. Allows you to rapid fire moves.

Message Edited by Ackehece on 04-03-2005 09:31 AM



"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




Ackehece
Sun Apr 03, 2005 8:40 am
#24


X = bad

- = Oo?

O = good


PVE Combat


  • Killing targets lower level than you now gives less xp. Grey conned targets will give little to no experience O

Professional changes



  • Medical XP is now tracked as part of combat and is granted with the kill credit. -
  • Commando skill trees have had their names changed to "Explosives", "Heavy Beam Weapons", "Heavy Incendiary Weapons" and "Heavy Acid Weapons".O
  • Newbie melons and foraged food should now be edible O
  • The Smuggler spices line has been renamed to "Delinquency". -
  • Altered medical XP requirements to match other combat professions -

Character Builders - Frogs


  • Frogs should now emit weapons with conditions closer to the target crafting values O
  • Heavy weapons & grenades now detail their intended effects in the examine window O
  • Added cryoban to character builder terminal O
  • Removed bug bomb from character builder terminal O
  • Added levels of armor O

Missions / Quests


  • Missions will now spawn at your group level. A level 30 group will get a level 30 mission which will spawn level 30 targets regardless of target type. O <--- this is something we have begged for!
  • Mission levels are capped based on the location of the mission terminal. High level misison will never be available at starting cities and other low level areas and conversely low level misisons will never be available at high level areas O
  • Mission payout amounts listed is now the amount that will be given to every group member that is in range of the mission success location. O
  • Mission payout scale is based strictly on the level of the mission and the distance from the mission terminal O
  • Mission targets will now spawn different amounts of enemies based on group size O <---- oh yeah!!! /cheer

UI


  • Added showing object names near players back in. The "show X" checkboxes in the options->misc page will work again. O

  • Fixedan issue that wouldn't allow aplayer's name with two lines to be viewed properly O


  • Fixed a bug in background of toolbar when changing its size horizontally O


  • MMORPG(modeless) keymap: swapped F1 through F12 toolbar shortcuts with thenumeric key row (0-9, minus, equals). this will require a"reset to defaults" on the keymap settings if you're currently using this keymap .-


  • Added abuff timestamp display to buff icons in your target window O


  • Food, spice, and medical messages will now be shown as spam in the combat window instead of as system messages in the middle of the screen -


  • Another iteration of the toolbar and the way it shows combat states, alongwith a few bugfixes. Let us know what you think! -


  • Added some ease in double clicking small or moving objects in order to make it easier to default attack at large distances. O


  • Player inertia tweaks from live have been ported over to combat upgrade X <--- arghh!!!!!


  • Changed 'Can't see' flytext to 'Can't see target' -


  • Fixed a bug in the buff system that affects persisted buffs, potentially greatly increasing their time to be active O


  • Updated line of sight code to better handle non-creature objects (lairs, turrets, etc.) O <--- still not working right MORE TESTS ALL!


  • Fixedpotential issues related to moving across server boundaries O


  • You can no longer trade while incapacitated or dead. O


  • Players will get a system message when they reach the limit for an experience point type for their current skills. O



"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




Kregi
Sun Apr 03, 2005 12:01 pm
#25

Creature's are seriously broken tonight. Krevols have 150k+ ham. Their babies have 65-200. But i assume you get same amount of xp for killing the babies. So i was getting 22k rifles xp and 2200 combat xp from killing krevol babies. This was outside restuss on rori. It really depends on your group if you are leveling normally though. We had a group of 3-7 people and were attacking yellow cons and most of us were getting 1000-1600 xp per kill. A little bit too much I think but it was fun. If you try to solo your way thru u get a lot less xp than that. That and the fact that most yellow cons you cant kill solo.



Accounts Cancelled

Carini - last day Nov. 15th 2005
Mapiasal - last day Dec. 12th 2005 - last day cut short: SWG uninstalled Nov. 27 2005

The life has been sucked out of this game.......thanks SOE.

The CU was halfass. The NGE doesnt even have an ass.
lammergeier
Mon Apr 04, 2005 1:49 pm
#26

since nothing substantive was changed over the weekend (traps disabled, grenades reworked, condition on weapons adjusted aside), I'm waiting for the devs to update the code before I spam the same /bugs over and over again. I'm ALSO not noting (specifically, I'm not re-listing them in this thread) the many bugs that have already been reported, since other players have already made the devs aware of those problems. I AM making sure that I can recreate as many of these bugs as possible in the event that more documentation is needed.

I WILL note: /overchargeshot is worthless. the speed on it is abysmal (something like 6 sec at marks 4004 as opposed to /placedshot at 2.5-3 sec) and the damage on it is similarly bad (/placedshot seems to do as well as /overchargeshot)... and the accuracy is worse than the other specials available. additionally, it makes weapon condition degrade dramatically.

what WOULD work?
speed = normal, damage = high, accuracy = normal. (0/+/0)

right now, it's
speed = slow, damage = normal, accuracy = low (-/0/-)

(/placedshot is, by comparison,
speed = normal, damage = normal, accuracy = high). (0/0/+)

any special will ultimately need to offer something better than /rangedshot, which is (0/0/0)... and if it suffers on speed OR damage OR accuracy, it needs to offer an improvement on one of the two remaining factors.

if weapon condition is automatically going to degrade, there needs to be a reason to use this special. if the special is going to take twice as long to fire, and isn't likely to hit at all, and offers no significant damage increase, then the special is worse than pointless: it is a handicap.

here's hoping we get some updated code. if nothing else, the UI problems are maddening.



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
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