Rifleman Archive

Thread: -=Rifleman Bugs=- July 13 2005 / -=Rifleman Issues=- July 13 2005

Kinshi
Thu Jul 21, 2005 3:08 pm
#14






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 chainable Fixed! (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 vehicles Fixed!!! Yeah!
  • /target still works when on rifleman while undercover Fixed! 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
Sat Jul 23, 2005 4:14 am
#15

knee-cap shot doesn't snare at all



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Ackehece
Sat Jul 23, 2005 5:47 am
#16






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.



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Doomgiver72
Mon Jul 25, 2005 2:50 am
#17

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.
Grambacca
Mon Jul 25, 2005 7:55 am
#18






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.






************************
Grambacca: The Gray Ghost
Mayor of Highland Citadel, Tatooine
Former MCH
~Wroshyyyr Warrior!~
************************
J'awa-Jones
The only player character Jawa in SWG!
.....
~Jawa Avenger!~
************************


AxilX
Mon Jul 25, 2005 4:52 pm
#19

Issues:


We're supposed to be nukers yet we're outdamaged not only by jedi, but by every single melee profession if they choose to take the armor break ability from swordsman.


Our snare may technically work but is useless if it cannot at least reduce a melee opponent to our speed.


basically the sum of both issues is our only advantage over a melee combantant who is both offensively and defensively superior to us is our range. a range advantage is inconsequential if it cannot be maintained for more than a few seconds.
InspGadgt
Tue Jul 26, 2005 5:31 pm
#20


Is that in PvE or PvP? In PvE hunting groups I've seen rifleman way outdamage Jedi and even pull agro off Jedi.



Hei U-Guize
Master Creature Handler
Master Rifleman
Intrepid Server

Bean' Delphiki
Bounty Hunter
Combat Medic
Valcyn Server
Mjoelner
Wed Jul 27, 2005 10:29 pm
#21

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









Master Ranger for over 1.5 years then POOF! Thanks Sony!
jalexu
Thu Aug 04, 2005 10:09 am
#22


Edited out, works fine

Message Edited by jalexu on 08-05-200511:17 AM

Message Edited by jalexu on 08-05-2005 11:17 AM





Arano Darkmoon
\\Rebel Elite Corps
MoonStorm
//Padawan Learner
» Wanderhomies.com - Wanderhome community website
» On leave indefinitely

Ackehece
Thu Aug 04, 2005 10:40 am
#23






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?





"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




vladameir
Thu Aug 04, 2005 2:07 pm
#24


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.

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