Rifleman Archive
Thread: -=Rifleman Bugs=- July 13 2005 / -=Rifleman Issues=- July 13 2005
Ackehece wrote:
Rifleman Bugs
General Game Bugs that directly affect rifleman
- Mob warping (when rooted/snared)
- Mob range and rendererrors- shows as long range but mob is really beside you (seen most often when you knockdown something and it slides 60m to your feet)
- ryatt trail LOS issues
- mobs shooting through walls and ignoring LOS
- NPC's aggroing on first shot even if you miss (and or start searching for you if you used conceal shot)
I am fine with this..I mean cmon..you just shot at someone..dont you think they wont notice something is amiss if you just plugged them? I think this makes the prf more interesting AND the fact the mob moves away from the pack makes it a useful pulling tool. I dont want this changed at all. (besides I have NEVER had a mob aggro on first /concealshot)
I thought it was really dumb pre-CU that I could sit there and plug mobs non-stop and never get aggro while under cover. Not realistic at all!
- Aggro and Hate system
Is this really a problem? Aggro that is. By that I mean Rifleman aggro can be totally controlled by the Rifleman by being more careful about what specials he uses and how often. Higher DPS generates more hate, and if you are sitting there spamming specials, you are generating hate faster than anyone else. As a Rifleman, I can totally avoid aggro in a group by not sitting there hitting headshot or snipershot all the time.A combination of Ranged & Placed shot using Headshot as a finisher is all I need. PErsonally I think this is working as intented as it sounds EXACTLY like what the nuker role of EQ is (In EQ the Nuker, a wizard, has the higher single direct damage capability in the game but has very weak defenses to counter. They have to manage their power very carefully or they wind up dead.
I say we already have the intended solution for this, and that is by managing aggro ourselves by choosing our special combinations more carefully. (my recommendaton is to avoid the high damage specials until the mob is at least down to 50% health when you are in a group)
A big problem here is that pre-CU rifleman were very used to killing w/o ever having to worry about aggro. The old cover ability was an immunity from aggro sheild. You could kill the mob and never gain aggro the old way, and Rifleman never developed a good sense of aggro management, couple that with SWG's solo-group nature and you have a pack of people all trying to put out the highest DPS with ZERO aggro control whatsoever. Now there is a penalty for lack of aggro control.
I think the real fix is behavioral, no code fix required, thus I dont think we need to spen energy trying to get a working system 'fixed'
Test Center Bugs for current Patch (Hopefully fixed before Live)
- Perma Invisible but not covered
- cover breaks
- can be tabbed
- can be /tar
- can be seen by new loaded characters into the zone
- can be see if you leave and reenter the draw zone of a viewee
Rifleman Issues:
- BioE clothes not giving bonuses or gives out of date bonuses
Are we sure about this? I have a +10 Cover shirt and I can swear that I get more /concealshots off using the shirt than I do if I dont use it. Ill have to do some testing on it but I am getting upto 5 shots off with concealshot before gaining aggro at times vs CL 80 mobs using the BE shirt.
- aim does not work under cover
- snipershot does not work undercover
- action cost multiplers on specials to high (debatable)
startleshot is chainableFixed! (see following post)
- Rifleman as tanks due to Hate system
- headshot is less effective then legshot or advanced criticaland after much testing... ranged shot!
Its been my experience, lower damage, higher speed type attacks always result in a higher average DPS than slower, higher damage attacks (regardless of the game or genre). I think this is by design and likley wont get changed. Not sure it should get changed. (methinks we are comparing this to the Headshot3 of old and that comparison doesnt work anymore)
- timers to long on snipershot
cover broken by groupmates and vehiclesFixed!!! Yeah!
/target still works when on rifleman while undercoverFixed! yeah
- turrets still target undercover players
- turrets can be attacked with total immunity by long range borg rifleman
- obsolete SEA's still floating around (the following likely do nothing now or still)
- rifleman crawl
- cover
- taking cover
Please if you find a bugdo a /bug in game then post it here
- general description of the bug
- character template:
- Weapon used:
- skill used:
- planet/location
feel free to discuss issues and bugs in this thread
Message Edited by Ackehece on 07-13-2005 02:42 PM
Chewbacca67 wrote:
knee-cap shot doesn't snare at all
and yet again - it does snare - the snare has less effect then the movement hinderance of carrying a rifle. If you want to move faster put the gun away. It also stacks with another persons snare.
Doomgiver72 wrote:
As a Master Rifleman using the basic shot I (placed shot?) that I can still generate more hate than other mobs. Now I agree with an an above post that we should be able to manage the hate we generate but how? I have grabbed agro from teh tanks to me more than once in the last week or 2. It is sad when I can take agro away from 2 jedis and the combat medic.
The only way I have found to do this is to use a different Rifle that does far less damage than my best Rifle.
I normally use my Assault Bowcaster in PVE when soloing. Once I get into a group however I switch over to a Jawa Ion Rifle and only use the lowest 2 Rifle specials. This gives me a far better result of not drawing the aggro away from the melee tankers than if I were to use my best weapon. I might draw aggro away 1 in 10 times this way instaed of 9 in 10 times.
Even if using my best weapon and only using the lowest 2 rifle specials I will still draw the aggro away from the tanks 9 in 10 times.
You just have to use a lower level weapon and stay away from the high damage specials.
Group member vehicles may not break your cover but your ownvehicle does. Just ran a test and I had to be 21m from it to cover. Also, if you're a ranger and use a harvesting droid, it'll break your cover too unless you group it.
Other tests I just tried against lvl 80 npc's from 65m
1.Improved Conceal shot - 4 shots before discovered and charged
2. Advanced Sniper shot - 2 shots before mob charged
3 Improved Kneecap - Mob was 8m behind and chasing when I fired. His range dropped back to 10m for about 1.5 secs then he closed the gap and caught me. USELESS! (unless you're a ranger throwing p-dart traps at mobs. combined with kneecap, p-darts stick most creatures) Btw, why don't we have ranged kd or root when the other two ranged professions do?
4. Advanced Startle shot - Who is supposed to be startled? The mob from being hit or ME becuase nothing happens? USELESS!
5. Tested just the basic ranged attack vs. Improved Head shot like someone above mentioned. THEY ARE CORRECT! I killed the mob faster.
Yeah!!!! Now I get to empty my toolslots of useless crap and just keep stims, and ranged shot there.
Mjoelner
Master Rifleman / Master Ranger
Intrepid
Message Edited by jalexu on 08-05-200511:17 AM
Message Edited by jalexu on 08-05-2005 11:17 AM
jalexu wrote:
Startleshot is broken after Pub21. The icons shows indicating it stuck, but the target is not delayed.
was working for me 10 mins in game....
you sure it was not enraged or angry already when you tried it?
went out with a friend hunting the other day. hes a mbh/mrm and i'm mrm/mcarbs. he snared the aggro with knee-cap shot and of course its not worth anything when both of you are carying a alr. so i of course tried to snare it with my cripple shot, it didn't stack and i tried a few times, still didn't stack. So how is this stacking system supposed to work, only knee-caps stack on knee-caps. cause the stacking of different snares obviously doesn't work or my accuracy is lying to me. not to mention i don't want to try stacking knee-caps cause a elite cl86 tends to hurt if itthis doesn't work either.pretty much it was a very long battle of range shot then bacta shot over and over till knee-cap wore off, then i was able to get in a kd then my snare (crippling shot) which works nicely for not having to worry about aggro gaining distance.