Rifleman Archive
Thread: CU Faq prototype mark 1 (ADDITIONS AND CRITIQUE REQUESTED)
Ackehece
Mon Apr 04, 2005 6:55 pm
#15
TrikoDakari wrote:
When you say that cover removes us from radar, does it actually remove us from other players radar? If so, that is very awesome.
yes
Orame
Mon Apr 04, 2005 11:21 pm
#16
/vote for revamp of weapon certifications. OMG---- (runs away screaming) 
Oh yeah, and where is certification for that nice new sniper rifle? Don't tell me you've got to be a commando, or something lame like that.
Orame Lightningdust
Master of Killing Small Animals With BIG Rifles
Master Bothan Shaver
Master Debator
Message Edited by Orame on 04-05-2005 02:24 AM
HarlequinMK19
Tue Apr 05, 2005 2:57 am
#17
Orame wrote:
/vote for revamp of weapon certifications. OMG---- (runs away screaming)
Oh yeah, and where is certification for that nice new sniper rifle? Don't tell me you've got to be a commando, or something lame like that.
Orame Lightningdust
Master of Killing Small Animals With BIG Rifles
Master Bothan Shaver
Master Debator
Message Edited by Orame on 04-05-2005 02:24 AM
Good point. I was looking for the cert. for that one the other day and could not find it. On the positive side, I did not see it anywhere, so that likely means they haven't punched it in yet. The popular rumor was that the Ink Rifle was for Commandos, but I haven't seen that cert. in there either.
The Explosive Shell Sniper Rifle better me for Rifleman...seeing as how we have a "Sniper" line, but no rifle to go with it.
Zorron
Tue Apr 05, 2005 4:01 am
#18
If people can still /target <yournamehere> to target you, then this change to cover will not work. This must be tested.
Ackehece wrote:
- Cover:
- Hides rifleman from opponent + removes from radar
- Assassin tier 1
Waste93
Tue Apr 05, 2005 4:30 am
#19
The combat spam may not say who the shooter is. Which would also solve this problem. Won't know til we can test it though.
Zorron wrote:
If people can still /target to target you, then this change to cover will not work. This must be tested.
Feynan
Tue Apr 05, 2005 10:28 am
#20
The key question is if Conceal Shot (and any improved/advanced versions) are usable in PvP. If they are then the /target thing matters, but if they aren't then it doesn't matter since anything else brings us out of cover.
The_Great_Destroyer
Tue Apr 05, 2005 7:23 pm
#21
At the beginning of the CU when you could use any command, I cheated and tested out a few of these. HeadShot seemed to be a general damage dealing shot. SniperShot had the warm-up time of maybe 2-3 seconds (I was still using a DLT20, so who knows what it translates to with bigger guns). I remember KneeCapShot being very effective, though not as effective as StoppingShot which literally keeps them from moving. I could not find an AOE attack in there, but that may be granted with the Improved levels. I'll post more if I can remember any more.
Cauil
Wed Apr 06, 2005 3:39 am
#22
The_Great_Destroyer wrote:
At the beginning of the CU when you could use any command, I cheated and tested out a few of these. HeadShot seemed to be a general damage dealing shot. SniperShot had the warm-up time of maybe 2-3 seconds (I was still using a DLT20, so who knows what it translates to with bigger guns). I remember KneeCapShot being very effective, though not as effective as StoppingShot which literally keeps them from moving. I could not find an AOE attack in there, but that may be granted with the Improved levels. I'll post more if I can remember any more.
Does the "stop" that stopping shot creates get broken when you hit the target again, or is it a timed thing? And does it stop them from moving at all, or just from moving toward you?
KundoJet
Wed Apr 06, 2005 10:53 am
#23
Another thing to check is whether /cover also removes you from the overhead map as well as the radar... I often find myself using the OHM as a more detailed tactical overlay to supplement the radar, since among othing things it indicates character facing, position in relation to buildings and other features, etc. It is proving harder to use so far in CU, though, because of the added clutter of bloded text and floating HAM bars...
Ackehece
Wed Apr 06, 2005 3:28 pm
#24
ScruffyNerfH wrote:
I think given the difficulty that MOBs will reportedly have in the CU, for people with patience, cover and conceal shots will be a real blessing for rifleman. It should allow us to take down things that others cannot ... if we are willing to wait it out and be careful.
NPC's and creatures will be smart enough that eventually they will look for the sniper as far as I can tell. If they leave it like conceal shot they will have broken something in the system. We should be able to get off multiple sniper style attacks but eventually they should zero in where we are .
The_Great_Destroyer
Wed Apr 06, 2005 4:38 pm
#25
Cauil wrote:
Does the "stop" that stopping shot creates get broken when you hit the target again, or is it a timed thing? And does it stop them from moving at all, or just from moving toward you?
My experience was this: I'd do StoppingShot when the big bad things started running at me. Then there would be a +Rooted+ sign over their head and they'd be stuck there for a few seconds until you see a -Rooted-. In the time frame, I'd get off about 2-3 shots, usually enough to kill the lower level stuff since they charge you after you clear about half of their health. However, there's a number of flaws in this experiment, as I was using a rifle, they were special dev-cooked creatures for everyone, and I wasn't actually a pistoleer. My gut feeling would be that it's a timer though.
The_Great_Destroyer
Wed Apr 06, 2005 4:43 pm
#26
Ackehece wrote:
NPC's and creatures will be smart enough that eventually they will look for the sniper as far as I can tell. If they leave it like conceal shot they will have broken something in the system. We should be able to get off multiple sniper style attacks but eventually they should zero in where we are .
I think that this should be directly related to your skill as a Rifleman, especially if we're supposed to be snipers and not necessarily soldiers. A sniper's skill is in not being detected; whereas a soldier's skill is his ability toattack in nearly any situation. Therefore I'd say that the higher you are in the Conceal tree, the less chance you should have of being found by creatures. As such, at master, you should be nearly impossible to be detected, yet vulnerable if you are. Granted the extent of a rifleman's vulnerability to close attack is unknown but assuming it is significant, I would be inclined to say that at master, we should be nigh undetectable with only very high level critters being able to detect us and not dying before they do.