Rifleman Archive

Thread: +97 Rifle Speed -- What Do You Recommend?

tokeway
Thu Jan 27, 2005 9:37 am
#14

dont forget with the CU you will NOT take any damage on feet and hands anymore. so something to take into consideration.



tokewae
HarlequinMK19
Thu Jan 27, 2005 9:42 am
#15






Mogro wrote:

Son of a... guess I gotta stop destroying all those metacarpel doo dads...






I actually like those things. According to my combat spam, they actually capped me out, as I used them with full knowledge of not being capped. Strafe2 looked like it was going at 1-per-second with a damage sliced T21 that I know I'm normally not capped on. Unless someone can tell me different, I'd say these puppies work.




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"There is no art more beautiful and diverse than the art of death."

The fire, it knows me
I can walk through the blaze without a mark
Forever it owes me
The life I lost in the dark
Ackehece
Thu Jan 27, 2005 9:44 am
#16






HarlequinMK19 wrote:





Mogro wrote:

Son of a... guess I gotta stop destroying all those metacarpel doo dads...






I actually like those things. According to my combat spam, they actually capped me out, as I used them with full knowledge of not being capped. Strafe2 looked like it was going at 1-per-second with a damage sliced T21 that I know I'm normally not capped on. Unless someone can tell me different, I'd say these puppies work.







as far as I can tell they work - pretty much all of them have good evidence of working (imagine that a loot item that works right out of the box)



"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




tokeway
Thu Jan 27, 2005 9:47 am
#17


not sure mogro.. i could very easily be wrong. just skimming through this stuff while at office. coding wise i dont see how they could differentiate the damage to be specie specific, but i am nota programmer so ... lol



tokewae
Mogro
Thu Jan 27, 2005 9:53 am
#18






tokeway wrote:


not sure mogro.. i could very easily be wrong. just skimming through this stuff while at office. coding wise i dont see how they could differentiate the damage to be specie specific, but i am nota programmer so ... lol







Wouldn't be too difficult, when the combat module is initiated we create an array that looks something like this:


if %TT.race = wookie


declare arraybodypart(7) //For9 armor pieces minus the gloves & boots



if damage taken


random choice bodypart(x)




Then again, I'm not a programmer either

Message Edited by Mogro on 01-27-2005 10:55 AM



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Ackehece
Thu Jan 27, 2005 10:00 am
#19

as for hand and feet locations:


they are doing a normalization (everyone will be the same)


Race Normalization

Armor in SWG is also subject to a unique problem that is due to movie canon limitations. According to movie canon, certain player races cannot wear certain pieces of armor. For example, Trandoshans cannot wear gloves or boots, and Wookiees cannot wear boots. This has led to a situation where these races can get one-shot killed in combat because they have a form of what is commonly known as an "armor hole." This happens because on a basic level of combat calculations, the body was divided into multiple hit locations. Once a target has been determined to have been hit by a weapon the game determines what portion of the body has been hit, for example, the hands, bracer and biceps were all valid and separate hit locations.

The proposed system will remove the hands and feet as valid hit locations. We will need a new type of armor clothing to prevent the additives of clothing enhancements and/or already disallowed bio components. These pieces will still remain crafted by Armorsmiths. This should encourage the use of some of our least used races because they are no longer suffering a massive combat disadvantage.



"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




Ackehece
Thu Jan 27, 2005 10:05 am
#20


on other thing...

since we are on the topic of attachements.... do not put them into gloves or boots









Thunderheart said:





Shiznat9000 wrote:




Hawk1138 wrote:







Thunderheart wrote:


Overview

The proposed system will remove the hands and feet as valid hit locations. We will need a new type of armor clothing to prevent the additives of clothing enhancements and/or already disallowed bio components. These pieces will still remain crafted by Armorsmiths. This should encourage the use of some of our least used races because they are no longer suffering a massive combat disadvantage.






....what does that mean?




I'm not completely sure what he means but basically the problem is that no species will be able to get hit on the hands or feet so armor gloves and boots won't be needed anymore. Yet he doesn't want everyone to start wearing clothing gloves and boots with skill attachments or BE mods, alongwith their full armor suit. I'm not sure what the problem is when we can already wear shirts,belts, and backpacks/bandoleers. And I have no idea what he means by new type of armor clothing.



Thats correct - - and it is the sort of thing we'll be watching during the testing process.


Hawk - that part you are concerned about is just a balance note regarding using the free slots to stack unfair defenses in. We'll have to make/adjust various armor pieces to make sure that there is neither an unfair vulnerability or advantage.








"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




ImperialBountyHuntr
Sat Jan 29, 2005 12:38 pm
#21

gotta a question I have a dark sash that has rifle speed +8. i wear it and I have a PSG which I can where but I have hear that I cancels out the PSG when taking damage. I have tested this and it seems to be true. Anyone have an answer for me? Cause if its true need to find some CA's for rifle speed.



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Ackehece
Sat Jan 29, 2005 5:17 pm
#22






ImperialBountyHuntr wrote:

gotta a question I have a dark sash that has rifle speed +8. i wear it and I have a PSG which I can where but I have hear that I cancels out the PSG when taking damage. I have tested this and it seems to be true. Anyone have an answer for me? Cause if its true need to find some CA's for rifle speed.







hmmm never heard that before...


the biggest bug is related to the PSG not working once you cross a server boundry or shuttle anywhere. - just before you get into combat always unequip/equip 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




ImperialBountyHuntr
Sat Jan 29, 2005 5:45 pm
#23

that could be the problem thanks for the info.



Gzerocool BH TKA
JonFreestar MTKA Swords and Rifleman
Zerocooll Master Swordsman(Spd Capped) TKA Brawler
Jedi Noob
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