Rifleman Archive
Thread: Current Issues
Also, the HAM costs on my laser rifle seem out of wack. On examining the rifle it shows mind cost at around 60, and health and action around 20 (I don't remember exactly but I can go check). So I should use around 100 HAM total for each special shot right? Well, whenever I use a special shot the number of my head says like -143, sometimes higher. And the amount of mind I'm losing for each shot is definitely not 60, It's more like over 100.
One more thing, this may be a bug with all combat proffessions in general but I find it particularly debilitating because of my high HAM costs. If you have a couple special attacks queued up on someone, and for whatever reason you or they duck out of the line of sight just as you're about to fire, you still lose the HAM of the special move cost but you don't actually fire. This doesn't happen everytime, but if you try to constantly move in and out of line of sight while using special moves you'll see it happen.
As I understand that was a problem with only Pistols during beta, and not Rifles.
Anyways I did some testing today.
One of my tests was done on the Headshot 1 having more DPS then Headshot 2 and 3. Go here for the info - http://forums.station.sony.com/swg/board/message?board.id=marksman&message.id=664
I decided to test Suprise shot. When I was doing just straight cover, it said I was tumbling, I feel this is a bug. But when I went into prone, then did cover, it either did a regular shot, or it said I cannot do that with this weapon. I didnt take logs, so Ill do it again.
Even though I tested Suppression Fire Alread, I did it again, no it does not work.
Yes it is a Marksmen skill, but I would like to use this. This combined with flurry shot would make it so I can stop Melee in there tracks. Flurry shot makes you dizzy, and if you change postures from Dizzy you get knocked down.
I tested Sniper Shot (Long Range Death Blow). I tested it 4 times to be more accurate. It takes just as long as a regular Head Shot would, for those who said the time was to long. If you use directly after you Head Shot them, it will take that long to do. But if ou wait some time, or you just find someone in capped, it will go instantly.
Well for the speed on a master rifleman, I looked over the other specs, and I found they will be shooting much faster as well. The reason I dont think we should be shooting at 2 seconds, is becuase we can one shot, or come close to the one shot on everyone. Sicne we can do 2.5, a pistoleer, is going to be much less then that. Thats gonig to render medics worthless, at there 5 second delay to heal.
Well what about spraysticks they shoot in the 2.5 speed range(not ingame can't remember stats). Should those be nerfed too? It is possible to 1 shot with them. Then you would make them pretty worthless.
What do you want us to shoot at for speed? I mean what would make it fair? 5 second minimum on all guns so we can let the medic heal them back up everytime? Well then they better not be able to close from 64m to 1m in about 5 seconds cause they will just be able to kill me if I miss, and I won't be able to get another shot off.
Snipers aren't supposed to make it fair from a distance, but hell if they move 10m closer to me I will just miss most of the time. Well that must be fair then right?
Doing 2000+ dmg every 2 seconds is will make PvP not very fun. For PvE this is fine, since NPCs, and Animals run around with 10k+ HP. But when you think of it for PvP, currently at Master everyone can be one shotted, even as a Master Pistoleer, and a Master Caribine. I dont think SoE ever looked at the damage outputs for PvP. Especially sicne players cannot make Armor Rating 3 armor as of yet. Again Im looking at this from a PvP perspective. PvP battles would no longer be fun, they would be straight up murder.
I fully understand you liking it at 2.5 speed. As would I, especially for PvE. But when Im on the dead side of the stick, its not going to be much fun at all. I wont be addressing it as a bug, instead Ill be asking if there is a cap on weapon speed. I brought it up originally becuse the first master rifleman had brought it up, and assumed it was a bug. Id also like you to know, that it wouldnt matter if we shot every 5 seconds, a medic cant heal mind, therefore medics become useless vs us. I was looking at the medics perspective is there was no hard cap on speed vs Pistoleers. Imagine a pistoleer shooting 10 times a seconds for 500 dmg a hit. Not much of a medic anymore are you. ![]()
Combat queue management needs improvement. Two suggestions off the top of my head:
1) Selecting a new Combat Target automatically clears the combat queue
or
2) Have the actions queue up but include the critter that is to be targetted by the action. That is MindShot1@Critter1, WarningShot@Critter1, HeadShot2@Critter2, HeadShot2@Critter2, etc.
The purpose of these suggestions is probably best explained by example. Three critters charge me,I want tofire warning shots at two of them and engage the third. Right nowI have to clear the queue, retarget, queue up the action, see if works and repeat. This is cumbersome at best. So either have the queue reset when a new combat target is choosen (not the look target) or enable us to queue actions for specific targets.
It's my impression that there are many more advanced weaponsmiths than there are armorsmiths, so this may be the cause of this discrepency.
Anyways, I think this is more an issue with the generally fast nature of combat than it is an issue with rifles.
Headshot2 does better than headshot3 for me, but that's only bacuse my rifle is incapable of reaching the damage i'm capable of (well headshot3 marginally beats it out, but because it's marginal it becomes a waste of mind to use). Rather than test with a CDEF, i'd like to see what would happen with a "real" gun.
I'd happily do it myself, but getting a "real" gun has proven near impossible thanks to some recent lag on ahazi.
The speed issue seems a little extreme, but there should definitely be a big boost for Master Rifleman as opposed to Novice Rifleman, especially since they both can use T21's.
Also, i'm of the opinion that damage needs to be scaled for PvP, but as spices/etc have not been truly utilized, i feel it premature to worry about that.
"Anyways, I think this is more an issue with the generally fast nature of combat than it is an issue with rifles."
Thats more or less what Im getting at. Currently, Master Armorsmiths cannot make AR2 or AR3. And im trying to work with the armorsmith to see what can be done. Becuase with AR2 and AR3 armor, this wont be an issue. But according to some, SOE removed that from player crafters. Some say it has to do with the layers, but that is bugged. So we will see. I havnt looked at it as a Rifle problem, but a general PvP combat problem. But it was brought up as a bug on previous posts, so I brought it up here. Until there is AR2 or AR3 armor, PvP cobmat will be fast, and not enjoyable, and Im sure most of us play this game to have fun.Of course if your the one killing, well then Im sure your having a fun time.
"Rather than test with a CDEF, i'd like to see what would happen with a "real" gun."
The problem with this is, testing on something that wont charge and kill you. Testing on anything besides a CDEF on a actual player, will get you 1-2 shooted, since we cannot heal mind. Wich means the tests would take quite sometime, since your 3rd time, you have to clone. Unless you can get me 16 people volunteering to get in-capped for testing.
The max range issue is probably the most annoying for me at the moment. I see no reason why a gunslinger ( pistol user ) should have almost the same range (I believe we can goout another 5m further then them. Whopee. )as a sniper.
Oh, and good work on your testing AldeonAvardulin.Pleasure to seesomeone taking the job seriously.
Another bug that was mentioned earlier, and I just got to testing, also a cover bug. Seems cover is all jacked up. Maybe there defining cover as something different then what we think.
When mobs are aggro or grouped together. So when you shoot one they all come. (tested on NPCs that aggro only right now) When you go into cover, you expect the NPCs not to know were your at and be able to get a few shots off before your cover is broken. Verus aggro NPCs, your target will wander around wandering whats happening, but his friends know exactly were your at. They will begin charging you and attacking. Again I havnt tested on regulars aggro mobs, wich I will test tommorow or later today.
Well, I havent tested it at all, and I rarely go into cover, but what you are saying is true. When prone, I can get 3 shots off at a target before he realizes and charges me. If he has aggro or herding buddies, though, they see me as soon as I shoot him and charge. Every herding or aggro animal or humanoid I have tested it on has the same results. The buddies spot you instantly.
Out of curiosity, is anyone noticing a difference between MS(mindshot)1 and MS2? I have been using both and receiving about the same damage outputs, which I found very strange. I had assumed that MS2 would be a lot better, but when I tested it it didn't seem to be. Is it based on the damage of the gun, or is there a flat bleed damage rate? Thanks.
Trevet Fer'lye