Rifleman Archive
Thread: Rifleman FAQ v1.93
Cradossk- Master RifleLizard
“I am no man!”
Sotaudi wrote:
It would make sense that way. That is, that the miss is counted like a non-Concealshot. I would expect, then, that it is a more complex issue than just a number of missed shots. For instance, before I was a Master Rifleman, three (non-Concealshot) shotswas about average for about how long it would take for the creature to aggro on me if I was prone and at the appropriate range. Early on, it was only about 2 shots and, somewhere before Master, it got to be about 3 or 4 shots. However, now that I am a Master Rifleman, I get at least 6 free shots before they aggro on me. In fact, with my DXR6b with a speed powerup and a 91 speed mod, I can often kill Enraged rancors using Headshot3 without getting aggroed.
That tells me that there is a time component to the formula more than just a set number of shots. In other words, I think what happens is that it starts a timer when you shoot it with the first shot. If you are still shooting it after the timer runs out, you will get aggroed. That would make sense becausein the time it takes a Novice Rifleman to shoot twice, in many instances, a Master Rifleman can get off 6 or more shots depending on the rifle speeds and specials used.
If this is the case and if Concealshot worked as you have suggested, it may be that you will find that the miss count will vary depending on when you miss. For instance, if you miss twice in a row, you will probably geta third miss before they aggro. But if you miss, then do not miss for a while, you may only get two misses because you have exceeded the timer I have suggested is involved.
It would probably take an enormous amount of data to confirm this either way because of the way Concealshotworks. But like we know that objects traveling near the speed of light do not behave as predicted by Newtonian physics, for all practical purposes, Newtonian physics works just fine for "everyday" use, so to speak.Likewise, it may be that there is a timer involved, but for Concealshot, just assuming that you have a specific number of shots may be the most practical way to look at it.
Don't think there is a timer they way you describe. As I understand what you are saying is that a timer starts once you start combat. If you miss after that timer expires then you get aggro'd. If true it should be fairly easy to test. All you have to do is find a very tough target with lots of HAM and spam ConcealShot on it and get a hit say two minutes into the combat. If the timer is at one minute then you should get aggro'd on the first miss.
Though there may be a timer ofa different sort now that you mention it. There could be some kind of timer between how long the MOB detects you and actually gains aggro. Once you get the last miss where it auto detects you, it may take a couple seconds for it to locate and gain aggro and start coming at you. The reason you may be getting six shots instead of the three I mention is that at Master you are firing fast enough to get in some extra shots between detection and coming after 'ya.
I tested it this morning and updated the FAQ. Not sure about the 98% success though. I didn't get TakeCover to stick until the fourth try.
Veustuh wrote:
Actually unless this has recently been changed you can move while taking cover after you've hit concealment 3 which is where you get Sneak. Also, they've recently (patch 8) removed the tumbling animation and timer so as soon as you /takecover you can use specials instead of having to wait 45 seconds to stop tumbling. One other thing about Take Cover, since Publish (patch) 8 we now get /takecover to work about 98% of the time at master. Granted not too many of us use /takecover other than for conceal shot at high level creatures but it's good to know it now works and we don't have to sit there and spam /takecover 5 times before it activates.
Waste93 wrote:
Take Cover – Marksman Rifles II : Can only be done while prone.. Increases your ranged defense. You can not move while using this ability unless you have the Sneak ability. Effect : Increases Ranged Defense
Message Edited by Waste93 on 07-08-2004 07:12 AM
Bah... just noticed that you had that listed that you could move if you had sneak. Nevermind, I'll go back to lurking on the GCW forums.
Message Edited by Veustuh on 07-08-2004 01:53 PM
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I just tried to take cover while standing and it tumbled me to prone and took cover. According to my stopwatch I was "tumbling" for 15 seconds.
It only works on a voluntary posture change.
Al-Chai wrote:
You Supression Shot ( Rifleman KD )
I don't know why I'm telling you people this, but very few people know that using a combination of Flurry Shot 2(dizzy) and Supression Shot (Posture Down) you can very effictively knock downa target from a very large distance, works great when kiting
Combination of Dizzy and any Posture Change, up or down (Startle/Suprise I forgot works too) causes a target to KD
True enough but if you are a meleer being kited your position change to standing to chase your target after you have been forced to kneeling will start the flipping fish syndrome we all know and love ^_^
Waste93 wrote:
It only works on a voluntary posture change.
Al-Chai wrote:
You Supression Shot ( Rifleman KD )
I don't know why I'm telling you people this, but very few people know that using a combination of Flurry Shot 2(dizzy) and Supression Shot (Posture Down) you can very effictively knock downa target from a very large distance, works great when kiting
Combination of Dizzy and any Posture Change, up or down (Startle/Suprise I forgot works too) causes a target to KD