Rifleman Archive
Thread: Every single bug/addition
Sniping Accuracy - Sniper
Concealment Tactics - Camoflague Specialist
Counter-Sniping Techniques - Counter Sniper/Speed Shooter
Rifle Special Abilities - Trick master/S.W.A.T/Expert Sniper(because this tree is so hard to level)
Any other ideas as well guys?
3) Krayt tissues need to work as a percentage enhancement, not a flat value. a +30/-.3 tissue is a huge percentage improvement for an FWG (and you only need 1 tissue per pistol), but it's an insignificant improvement on a T-21 (and you need 10 tissues... the effects don't stack, it just takes 10 to get the one enhancement).
This is making for some super-awesome pistols but hardly any difference in rifles.
1) Accuracy : A rifle and pistol have almost the same mods at max range. The rifle should be significantly better than a pistol at range.
2) Cover : When in cover or even in a lowered position and starting combat. The target typically doesn't repsond to the attack until after the second or third hit. However all his friends instantly detect and attack after the first shot.
3) Weapons : Need more weapon variety. Specifically weapons with damage other than energy.
4) HAM costs : Some reduction on rifle HAM costs would be appropriate. These costs vs other weapon types is horrible. They are typically about 10X to 5X higher than a pistol.
Unmentioned:
1) HAM stolen when using a special and target is not visable
If a target moves behind an obstacle which cannot be fired past, and a special is used, the cost of the special is removed from the user's ham bars, but no shot is fired.
2) Mind Shot 2 a confusing "upgrade" from Mind Shot 1
Mind shot 2 takes more XP to achieve, more time to fire, oddly less HAM to use, and hits for a confusingly broad damage spread (I have seen 400-1800). On many occasions Mind Shot 2 has actually hit for far less damage than Mind Shot 1 in situations where they are strung together. As of right now, Mind Shot 2 is a wild card special to use.
3) Sniper Shot Misses even at master levels
How a shot which costs so much HAM to use, against an incapacitated target, misses, is beyond me.
4) Sniper shot does not always credit the user with faction points (if that is the case)
Bleh, this one's confusing to me as for the cause, I'll do more research in it and make a new thread.
5) Muon gold and other mind buffers are not resetting secondary stats after use.
This bug was supposedly fixed, but it seems only for health and action secondaries. Focus and Willpower are still not resetting when the buff has worn out.
6) +Rifle Crawl speed does not increase rifle crawl speed
7) Heavy weapons are bugged to do 2.5x damage to us STILL
Its KILLING us in PvP.
It doesn't.
1) Ham Costs
They are very high to begin with butMind is unhealable and blue stats are naturally lower then what you would find under Action and Health for most races.
2) Suprise Shot/Conceal Shot
Conceal shot is too low damage to really hunt anything and groups aren't going to wait for you to soften mobs up. It also doesn't stop BAF so it isn't that good for soloing.
Nobody is really sure what Surprise Shot does ontop of its similaraties to Conceal Shot.
3) Take Cover
Far too expensive of a special to fail that often and cause immobility. I can drain 1/3 of my mind just trying to get into take cover.
4) Accuracy
Our optimum range is comparitively small to other professions.
5) Headshot III
Not enough additional punch for its cost. I hear most marksmen complaining about Healthshot/Headshot/Actionshot III being almost worthless. For Riflemen it's not really that useful of a skill unless it's doing just enough damage to one shot something.
6) Snipe
It's nice to have but a very marginaly useful skill for something so high up the tree. I don't really know what to do with this.
7) The Conealment Tactics Line
It doesn't do much. We crawl faster but we almost never crawl, use take cover, or even go prone. This whole line needs help. I've done crawl races for cash but it doesn't give me that much of an edge.
8) Warping Mobs
Recent dev ideas to make us less mobile and warping mobs and the melee damage multiplier is bad news.
9) Armor Piercing
It doesn't work fully andmakes things like the T-21 far less effective then they should be.
That's off the top of my head and I'm writting it as I play.
BeamerXL wrote:
i know you already listed this, but you said you didn't know how to reproduce it, so i copied this from one of my other threads. this bug bothers me a lot. are you a ranger? i think it only happens to ranger/rifleman.
The Ranger/Rifleman Cover Bug
Please address this, as it is very crippling to those who wish to be stealth hunters. As far as I know it only affects those who have both Ranger and Rifleman Professions. Steps to reproduce the bug:
1. Go prone.
2. Take cover.
3. Attack something.
4. Stand up.
You can no longer run! You are slowed to a permanent crawl speed although it looks like you are walking. If you holdSHIFT to toggle, it makes you walk even slower. Some people have found workarounds involving methods from repeating the process to undo it, to mashing the stand/prone keys. The only way I can seem to be able to get out of it is to relog. Do you realize how annoying it is to relog every time you kill something? Instead, I have stopped using cover altogether.
I have /bugged this issue thrice since release, and I have also filed a CSR ticket only to see it get deleted without response.
Ditto..number one issue for me being a Ranger and seeing how they plan to lead the rifleman towards cover. As a side note it's been determined that Squad Leaders also have this problem. Hmm, what do the 2 have in common..could it be Terrain Negotiation above 50??
Number 2 issue - GROUP EXPERIENCE!!!! For the love of god either increase our DPS so we actually get as much as everyone else or raise our share to match without the increase to DPS. I'm tired of averaging 500-700 xp on Baz Nitch hunts sometimes going as low as 44 because of missed shots. I have serious doubts that this is normal considering that other non-rifleman in my group average 2k. Hell if the BH experience arguement held water by their definition we should be gods.
Number 3 issue - 2.5x melee multiplier. You are the weakest link..Good bye! Unless I'm dishing out the damage of a commando this just isn't justified..wait a tic why doesn't it appliy to them?
Number 4 issue - Traps, aside from the Phenacine Dart none of them or worth it..Make them useful so I can justify all the freaking points and time I spent getting to Trap Master!!!! Opps, not exactly a Rifleman issue, my bad.
ThreeAdditions that go along with each other.
Since we have been told that moving range beyond 64m would be very difficult and since it is unlikely they will reduce the other Guns(pistol and Carbine) ranges. I suggest these
1)A new Sneak - not as slow as crawl not as fast as run Character is creeping while crouched. this Blocks you from 50m+ to all Radar, Ctrl-M, and Tab(default) targeting. when stopped you go to the kneeling position
2) a Snipers Aim - this is a 5 - 10 second rundown that can only be used while sneaking. Must be kneeling or prone to use this.
3) Precision attacks - Simply named /Healthattack /Actionattack /Mindattack that does great damage to the pool you choose. These will have to be used while Sneaking and after the Sniper shot Rundown. These attacks can 2 shot a full Powered (non-buffed) player.
Once these steps are Completed the rifleman becomes uncovered and targetable.
As for bugs most of the major ones are mentioned already.
Last time I checked I couldn't use Warning Shot with a Spray Stick after I reached Master. Not a big problem but I thought I would mention it.
Ham costs on helmets are far to high. Either lower the mind cost outright or spread it over health and action.
As a rifleman either I
a) wear no helmet, get beat down by eyeshot
b) wear a helmet and constantly chug muon gold
c) wear a helmet and simply dont use special...ever.
G
<New Feature>
1) Ranged Toughness
Works like Melee Toughness, but for ranged attacks instead of melee attacks. Takes a % offof the damage ofall ranged attacks done to a person. Given only in the upper tiers of an elite profession to prevent dabbling, and helps battles to last longer.
My reason: Currently there is little use of defense in this game. The most offensive profession will always dominate, and defense has no value.