Rifleman Archive

Thread: Rifle Bugs 12/22/04

Va-Mei
Sat Jan 22, 2005 1:36 am
#27

I sell way more Strikers, than I do SG82s.
Maavek
Mon Jan 24, 2005 5:52 pm
#28


I certainly respect that kinetic is and should be the domain of the brawler type character.


The problem i face has everything to do specifically, and I believe exclusively with hunting Night Sisters as a Rifelman.MOST have 100% resistance to everything but kinetic and blast damage. This leaves me out on NS hunts with my friends. I simply can't do anything but stand there and let the NS beat me, choke me, blast me, and suck the life out of me, all of which I'm not really equiped for as a Rifleman. And being left out of NS hunts stinks, because I get to hear about how much fun they have and about all the great lootthat is droppedin which I don't get to partake.


Maybe, instead of giving us another damage type, the deves could just give NS some vulnerability to energy, or cold even, which would give me a reason to carry an SG82 (which someone correctly alluded to as being a totally unneeded and therefore worthless weapon). And while they are at it,give the NS Elders vulnerability to kinetic, which they do not, now.


I guess now, then, that my question is, if kinetic rifles are too much to ask for, why did they make mobs that aren't vulnerable AT ALL to some combat professions? And I don't buy the "so people would need to work together, company line". Rifleman aren't made to tank for TKs. Maybe the NS are just a bad joke that someone thought was a good idea a long time ago before anyone really put it to the test and had that sinking feeling in their gut that the enjoyment of killing and looting that NS Stalker up on the hill was going to pass them by.


I guess I will just have to master fencing or something for now.



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Ackehece
Wed Jan 26, 2005 4:28 pm
#29






Sznake wrote:






Waste93 wrote:



  • FS Ranged Mods - Force Sensative Ranged mods are not working for ranged weapons. However Melee mods are effect ranged weapons (new)






Does this mean the +12 to Enhanced Melee Speed work on ranged weapons?





Yes currently that is what is happening.



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Byyyranik
Thu Jan 27, 2005 4:54 am
#30

I bet once I grinded my way up to +12 (or at least +6 or +9) Melee Speed they fix the bug and i'm left where i am now
Sznake
Thu Jan 27, 2005 9:23 am
#31

Yeah, I was about to drop Melee Speed tree for skill points (as I only haave 4 leftover I believe when I pick up Master Rifle/MCM), so I dropped MAccuracy instead. Thanks for the info!



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Va-Mei
Thu Feb 03, 2005 9:18 pm
#32






Byyyranik wrote:
I bet once I grinded my way up to +12 (or at least +6 or +9) Melee Speed they fix the bug and i'm left where i am now




Waste, Just curious, but have the devs given any indication where this bug is on their priority list? This is one that players could dump a huge amount of time either into the skill or the workaround, all for nothing. I don't expect a date or anything, but Front burner, Back burner, CURB orOver the horizonwould at least allow us to plan ahead a bit.

Waste93
Thu Feb 03, 2005 9:57 pm
#33








Va-Mei wrote:


Waste, Just curious, but have the devs given any indication where this bug is on their priority list? This is one that players could dump a huge amount of time either into the skill or the workaround, all for nothing. I don't expect a date or anything, but Front burner, Back burner, CURB orOver the horizonwould at least allow us to plan ahead a bit.




They acknowledged it. No ETA yet unfortunately. A number of Corrs are pushing to get this fixed before the CU/R/B however we don't have anything back on it yet. I've listed this as our most urgent bug at present since it frustrates a large number of players because of the time/XP requirement and since it also effects ALL ranged professions.


If I had to guess (and it's just a guess) I'd say no later than CU/R/B going live.


As soon as I have something I can share expect a sticky announcement.





Colonel Waste - The Wookiee Crusader
SickSix
Fri Feb 04, 2005 10:00 pm
#34

I would like to see a response to Maavek's post above ^^^^


That is a very important issue. If they are going to make some of the highend mobs Invincible to certain proffessions, then EVERY profession should get it's own specific High-End Mob.......which i don't think they'll do, so what are they going to do about this???????



SickSix
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Waste93
Fri Feb 04, 2005 10:11 pm
#35






SickSix wrote:

I would like to see a response to Maavek's post above ^^^^


That is a very important issue. If they are going to make some of the highend mobs Invincible to certain proffessions, then EVERY profession should get it's own specific High-End Mob.......which i don't think they'll do, so what are they going to do about this???????





I don't know if EVERY profession is that way. But I do know the majority of them have a high level MOB that is immune to them. For example the NS that drops the schematic for Pikes is immune to all Pike weapons (unless you already have the weapon from the looted schematic). TKA is SoL anytime they meet someone immune to Kinetic since that is their ONLY damage type.


Rifles have far more damage types than most. We have acces tofive of the eight (nine if you include Restraint which noone has access to) damage types. The only ones we don't have are Electrical, Blast, and Kinetic.


So we don't need any more and I'm not going to ask for it. If there are changes in the CU/R/B that will effect this then I will relook at it. But not at present.







Colonel Waste - The Wookiee Crusader
Byyyranik
Sat Feb 05, 2005 6:30 am
#36

Restraint Damage has been taken out of the game and replaced with Lightsaber resistance with the Jedi revamp, hasn't it?
Waste93
Sat Feb 05, 2005 2:28 pm
#37






Byyyranik wrote:
Restraint Damage has been taken out of the game and replaced with Lightsaber resistance with the Jedi revamp, hasn't it?



Very possible. The list I did was made long before the Jedi revamp so that part could be in error. I haven't done any updates on it as it's all changing in the CU/R/B anyways and will have to be completely redone.




Colonel Waste - The Wookiee Crusader
greinkar
Sun Feb 06, 2005 7:56 am
#38

I will add a response to Maavek's post.... : NS are NOT all 100% resist to rifleman. This has been complained about by people before and has been countered before... Currently the only NS that I can't hurt are the Spell Weavers and the new Stalkers. I solo NS all the time with rifles. Initiates, Rangers, Sentinels are all Rifleman fodder. T21 will eat through them like nothing. And if you have a tank, you can eat up an Elders mind like crazy. Concealshot works too, but too slow for me. (by the way, I always get Stalkers and Sentinels mixed up, so those may be reversed )



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Crillan
Mon Feb 07, 2005 12:20 pm
#39

Has there been any report of advanced strafe shot passing through all defenses unchecked? A guild mate mentioned it to me and then I had my own experiences with it afterward. I've experienced getting 1 hit killed by this shot from npc's while fully buffed. I also saw a rifleman outdamage a full template jedi knight with master lightsaber skills killing lord nyax using advanced strafe shot for over 4200 damage everyshot on nyax. This happened at least 3 times. Just seems wrong if it's intended, so I thought I'd post it here to get any input on it.



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