Rifleman Archive
Thread: Rifleman Bugs & Current Issues *09-03-04*
Rahwek wrote:
Don't know if this is a bug or an undocumented change. Its probably not rifleman specific but since thats what I'm trying to level...
Ever since publish 9.1 I have only been able to get 3 shots from prone before mobs target me. Previously I could get 4. Let me tell you, for a 1011 unbuffed its not nice to get little surprises like this.
"did you get a new weapon at around that time? or has your old weapon deteriorated so that it fires at a slower speed? also did you change to a shot with a longer or shorter delay between shots?
generally you can get in as many shots in 4 secs that you can fire. If your current rifle speed + speed of rifle and time multiplier on special is works out to less then 1 per sec you would do less shots in that 4 secs.
1.2 sec per shot = 3 shots before aggro (and the 4 sec rule is kinda arbitrary) .9 sec per shot = 1 sec per shot so 4 shots before aggro - can really only do for shots before aggro when capping speed due to rifle being fast and special being fast. I can't test the speed issue for you as being master rifle/master marksmen i uh shoot real fast - but whenI was a young riflefish It worked that way
if you read the FAQ - most tests have shown that it is a max of three shots before aggro though as I said. if you can hit speed cap at low levels you may be able to do the four you remember"
EATS PREVIOUS PART OF THE REPLY: following has been tested lately: in another thread here we have been testing the number of shots possible before aggro - Myself currently have been hitting up to 18x before drawing aggro using a standard non-conceal shot while prone. It appears to be a time based issue... I could never shoot more then 20 secs without aggro happening - also if a creature go out of range and comeback into range you are detected much more often as well. So I have no idea what is affecting you
my guess would be you changed rifle(slower rifle), you changed shot type(longer delay), or you changed range at which you are shooting
Message Edited by Ackehece on 07-20-2004 07:13 PM
Message Edited by Ackehece on 07-25-2004 10:40 PM
Cpl_Fisher wrote:
Fishing poles are reloadable with bait
Excellent point as it was none combat related I never ever would have thought of the fact that yes there is an item in the game that actually does take reloads
You heard the boy wookiees... go out and get that upgraded bowcaster! a weapon with multiple damage times limited by ammunition capacity is an excellent idea
AgallionKonrad wrote:
Bowcasters:
Make them AP2
UPthe damage to t21 range (not surpassing though)
make damange kenetic they do u bolts afterall
Actually they would probably be blast damage. It isn't a true bolt. It's an explosive in an energy casing that is fired by magnetic propulsion.
I doubt they would increase them to that level for the simple reason that the Bowcaster is cert'd for all Wookiees. Yes it's a Rifle but it's also an innate cert just like the CDEF's.
The only way they could justify make it that good would be to remove the innate cert and place it in the Rifle tree.
Geddeo wrote:
Just a suggestion on the bowcaster I don't think I've heard before.
If I am not mistaken the rocket launcher and acid launcher have a certain amount of uses. I have never been a commando, but I assume this represents how many rockets you have and can be bought like amo. Why not make the bowcaster require amo to use and each amo type has a different dmg. Keep the overall dmg of each type where it is now, but it will give the wookies a rifle to use in any situation and a signiture weapon. I don't know if this would remain consistent with what a bowcaster is or if the devs will even want to code something like this, but its an idea to make the bowcaster a unique weapon, kind of like a crossbow with different bolt types.
There is a small but inportant difference. The Commando weapons are consumable. They don't have ammo. Once these charges are used the weapon is gone (destroyed). They also usually have around 30 uses. Which is why you so rarely see them in use. They are to expensive to make for such limited uses.
Now we could do it more like the fishing pole as someone suggested and have it with enough charges to be useful.
However then the question becomes can the Bowcaster actually take different types of ammo? The ammo you see fired isn't really a bolt. It's an explosive encapsulated by energy and fired by magnets. Which could make various ammo types more difficult to make.
So do we have any evidence that the Bowcaster actually can take different ammos or is it conjecture based on what we think a normal stringed crossbow can do.
beam rifle cert at novice squadleader, nothing really improved they are both kinda sad, but the marketing team gets to make people think there is progress. what would that be like 10 lines of code. They can add special on a mini patch and pat themselves on the back for a Job well done,
lifelessdroid wrote:
idea
beam rifle cert at novice squadleader, nothing really improved they are both kinda sad, but the marketing team gets to make people think there is progress. what would that be like 10 lines of code. They can add special on a mini patch and pat themselves on the back for a Job well done,
I actually don't mind this idea... I also think that like the Blast Pistol which can use pistoleer mods and attacks, the beam rifle should get rifle mods and attacks... would make commandos much more compelling - a new weapon with good attacks + commando experience
Ackehece wrote:
lifelessdroid wrote:
idea
beam rifle cert at novice squadleader, nothing really improved they are both kinda sad, but the marketing team gets to make people think there is progress. what would that be like 10 lines of code. They can add special on a mini patch and pat themselves on the back for a Job well done,
I actually don't mind this idea... I also think that like the Blast Pistol which can use pistoleer mods and attacks, the beam rifle should get rifle mods and attacks... would make commandos much more compelling - a new weapon with good attacks + commando experience
XaverriJade7 wrote:
Ackehece wrote:
lifelessdroid wrote:
idea
beam rifle cert at novice squadleader, nothing really improved they are both kinda sad, but the marketing team gets to make people think there is progress. what would that be like 10 lines of code. They can add special on a mini patch and pat themselves on the back for a Job well done,
I actually don't mind this idea... I also think that like the Blast Pistol which can use pistoleer mods and attacks, the beam rifle should get rifle mods and attacks... would make commandos much more compelling - a new weapon with good attacks + commando experience
I like this. Gives us something we can use that isn't in our own tree. Being a Commando weapon, you would need to be at least Master Rifleman + wherever the certification for it is in Commando in order to use it effectively. That would balance the issue of it being a Blast damage rifle in my opinion- high offense for low defense. Still, I'm not holding my breath.
Unfortunately the beam rifle is energy ap0 .... just another uber cdef ^_^
they should make it ap 2 blast... and then move it up the acid rifle line to 0004 as a cert.
Also they should allow the acid rifle to use rifle specials as well... then it would be worth it for the commandos to do that colum