Rifleman Archive
Thread: Rifleman : TC Heads Up Thread Pub 10 and prior
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KardenTyrell
Mon Aug 16, 2004 8:19 am
#14
Will npc's agro on you if you dont have a Terrain LOS? Meaning you effectivly can use the terrain to "sneak" past
lammergeier
Mon Aug 16, 2004 12:56 pm
#15
ok... short news for tonight:
the Death Watch Overlord does NOT DROP THE MISSING FIFTH PART NEEDED TO CRAFT THE JETPACK.
this is despite the patch notes that claim that the DWO drops it EVERY TIME HE IS KILLED.
we're still testing this, but we won our way down there... past a bevy of cooked weapons.
I got screenshots of many of the 'sploit weapons, unlootable and wielded by the NPC's that we engaged in combat. I'll post them when I can trim the image files, but as an example (the lowest common denominator):
Survival Knife:
1020-1750 damage @ speed 2.0
AP0 kinetic
+21 at all melee ranges
9/28/6 HAM
keep in mind that this was the LEAST of the weapons we faced.
tactics and group selection made this a fairly easy run, but looting only a vial of blood (and no jetpack stabilizer) made it a less than rewarding trip. there are faster ways to get a few hundred FP... like a mission or two, or a smuggler with some cash-to-FP.
I'm well aware that this is NOT a rifle-specific concern, but this IS Test Center code, and it flies in the face of the patch notes. also, with two master rifles as damage-dealers for this venture (total group was one jedi, two docs, and the remainder a mix of swordsman/TKA's to hold and herd the mobs for the inevitable strafe2's the rifles could offer... and one DE/artisan master to craft, for a total of 10 players)... this IS a combat/quest issue.
we're already talking to QA's and devs about this, and I expect to hear more about the DWB glitches as time passes.
LOS in the bunker is the same elsewhere, but AOE's are still penetrating walls... WALL PLURAL.
we'll see how it shakes out.
the Death Watch Overlord does NOT DROP THE MISSING FIFTH PART NEEDED TO CRAFT THE JETPACK.
this is despite the patch notes that claim that the DWO drops it EVERY TIME HE IS KILLED.
we're still testing this, but we won our way down there... past a bevy of cooked weapons.
I got screenshots of many of the 'sploit weapons, unlootable and wielded by the NPC's that we engaged in combat. I'll post them when I can trim the image files, but as an example (the lowest common denominator):
Survival Knife:
1020-1750 damage @ speed 2.0
AP0 kinetic
+21 at all melee ranges
9/28/6 HAM
keep in mind that this was the LEAST of the weapons we faced.
tactics and group selection made this a fairly easy run, but looting only a vial of blood (and no jetpack stabilizer) made it a less than rewarding trip. there are faster ways to get a few hundred FP... like a mission or two, or a smuggler with some cash-to-FP.
I'm well aware that this is NOT a rifle-specific concern, but this IS Test Center code, and it flies in the face of the patch notes. also, with two master rifles as damage-dealers for this venture (total group was one jedi, two docs, and the remainder a mix of swordsman/TKA's to hold and herd the mobs for the inevitable strafe2's the rifles could offer... and one DE/artisan master to craft, for a total of 10 players)... this IS a combat/quest issue.
we're already talking to QA's and devs about this, and I expect to hear more about the DWB glitches as time passes.
LOS in the bunker is the same elsewhere, but AOE's are still penetrating walls... WALL PLURAL.
we'll see how it shakes out.
lammergeier
Mon Aug 16, 2004 12:59 pm
#16
Towelie-LXIX wrote:I realize that about TC2, thats why I said I wasn't sure if crafted ones were the same.Maybe a weaponsmith on TC1 could verify this. It could very well be changed, it could also very well not be, I noticed power hammers and dxr6b's were the same as live servers.
I have crafted T21's on TC1 with no range mods that suggest that this is a craft-bug. again, I point to the blue-frog terminals as a less-than-testworthy source of items, whether they be buffs, armor, skills, or weapons.
when we start seeing problems with basic (or rather, elite) weapon crafting problems, I'll be the first to mention it.
Gawzeera
Tue Aug 17, 2004 9:21 am
#17
My biggest issue is that NPC's use specials which seem to be a)either not for the weapon they are using or b) way beyond they're skill level.
an example is I took a mission of difficulty 13 to kill some swoopers.
i got hit with a bleed shot, and knock down.
this is in live btw.
not so much a rifles issue, just an issue.
Owen-Lars
Wed Aug 18, 2004 4:28 am
#18
I was getting quiet a few cannot see target responses the other day.
I was getting lots with rifle even though i could see the target perfectly which leads me to believe its to do with the problem Waste said.
When i was using 2hd swords i wasnt get half as many could not see target responses but i still go a few. I was mainly using two hand head hit3 so had to be up close anyway but i still got the errors. I havnt tried it with lunge yet but i will
Ackehece
Wed Aug 18, 2004 10:07 am
#19
Owen-Lars wrote:
I was getting quiet a few cannot see target responses the other day.
I was getting lots with rifle even though i could see the target perfectly which leads me to believe its to do with the problem Waste said.
When i was using 2hd swords i wasnt get half as many could not see target responses but i still go a few. I was mainly using two hand head hit3 so had to be up close anyway but i still got the errors. I havnt tried it with lunge yet but i will
otoh ranged npc's are also as affected by terrain on TC - ifI can't shoot them they have at least not be able to shoot me either. This has added a missing element of strategy to the game that is not on live. You can sneak up on bases overt and the turrets and troops will not open fire if you are in a trench that they can not see in to. All In all it is frustrating at times that small rocks and tree stumps can block your LOS but otoh the addition of LOS checks has added much to the tactical game
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