Rifleman Archive

Thread: Specials/Bugs CU/R/B

Kona_Combine
Wed Apr 06, 2005 8:56 am
#27


Well its been a long time since I posted on this board. Anyway just want to throw in my 3 cents here on the CU.


*Icons - Get used to them, they arent going to be pulled, Mythic Entertainment did the same thing with DAoC. There will be no changes to the Icons. If you dont like them, I recomend you purchase the Nostromo n52 gaming pad, then just remember what key does what. www.belkin.com


*Specials - Since we are the Wizards of Everwars, we are going to be spending a lot of our time sitting on our butts medding for mana, much like we did when the game first came out.


*Specials2 - I noticed we are only keeping 2 of our Specials, Concealed Shot and Startle Shot. I dont know about you Rifleman, but I never used these specials and for the most part found them completely useless. Where is Strafe2? HELP!


*Forced Templates - I would have to get the CM Corrispondent involved in this discussion as well but lets just say I am slightly bitter that the best Rifleman Template has been somewhat hosed with CM needing Pistols now instead of Ranged Support in the marksman line. If it was ranged support, Carbineers, Pistoleers, Rifleman and I think even Smugglers could get CM without wasting points. Sorry little rant, just pisses me off.


*Specials3 - How are we going to function if every shot we fire is styled unless they fix "Range Shot". There seems to be no more "Normal Shot" in the game that requires no action. When we put on Armor and use one of the high end rifles, how many shots will we get off before having to meditate for mana? That action pool doesnt change in size, but as you get higher end rifles, the special move cost goes up, and the specials themselves cost more to use. So at Master Wizard, how many nukes will we be able to get off before we are OOM? Thank goodness the doctors are getting Clarity for us huh!!!!!


Oh yea and my overall thoughts on the CU, is its 90% useless garbage, and I have a feeling many good players will leave the game over it, pretty sad.


Later,

Message Edited by Kona_Combine on 04-06-2005 09:13 AM



Cona
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Atobusarragra
Wed Apr 06, 2005 10:19 am
#28






Kona_Combine wrote:


Well its been a long time since I posted on this board. Anyway just want to throw in my 3 cents here on the CU.


*Icons - Get used to them, they arent going to be pulled, Mythic Entertainment did the same thing with DAoC. There will be no changes to the Icons. If you dont like them, I recomend you purchase the Nostromo n52 gaming pad, then just remember what key does what. www.belkin.com


*Specials - Since we are the Wizards of Everwars, we are going to be spending a lot of our time sitting on our butts medding for mana, much like we did when the game first came out.


*Specials2 - I noticed we are only keeping 2 of our Specials, Concealed Shot and Startle Shot. I dont know about you Rifleman, but I never used these specials and for the most part found them completely useless. Where is Strafe2? HELP!


*Forced Templates - I would have to get the CM Corrispondent involved in this discussion as well but lets just say I am slightly bitter that the best Rifleman Template has been somewhat hosed with CM needing Pistols now instead of Ranged Support in the marksman line. If it was ranged support, Carbineers, Pistoleers, Rifleman and I think even Smugglers could get CM without wasting points. Sorry little rant, just pisses me off.


*Specials3 - How are we going to function if every shot we fire is styled unless they fix "Range Shot". There seems to be no more "Normal Shot" in the game that requires no action. When we put on Armor and use one of the high end rifles, how many shots will we get off before having to meditate for mana? That action pool doesnt change in size, but as you get higher end rifles, the special move cost goes up, and the specials themselves cost more to use. So at Master Wizard, how many nukes will we be able to get off before we are OOM? Thank goodness the doctors are getting Clarity for us huh!!!!!


Oh yea and my overall thoughts on the CU, is its 90% useless garbage, and I have a feeling many good players will leave the game over it, pretty sad.


Later,

Message Edited by Kona_Combine on 04-06-2005 09:13 AM






Hehe,


We also get Headshot


As for the froced templating - agree 500%, for CM its suxxor big time! No, sir, I dont like it...but this is probably better in the Rifles & templating thread.


I'm also interested in testing the things you mentioned....I know noobie testing needs to be done....but I'm just so impatient....

Roscannon
Fri Apr 08, 2005 10:41 am
#29

Cover Info/Behavior/Problems:


System Messages

==============


  • No system message when taking Cover just fails.

  • System message received when taking Cover fails due to something being too close: cbt_spam:[cover_fail_target_near]

  • System message received when an object breaks Cover: cbt_spam:[cover_break]


Behavior

=======


  • Vehicles nearby will prevent you fromtaking Cover. This needs to be addressed.

  • Calling a vehicle while taking Cover will break Cover. This needs to be addressed.

  • First shot fired, special or default attack, breaks Cover instantly, even if you are -Too Far- from the target or -Can't See- the target. Unknown at this time if only specific specials (SniperShot/ConcealShot) will hold Cover.



andoro.salamanca·rifleman·bounty.hunter·rebel.ace.pilot··········storm's.end
tau'wen.rai·jedi.knight·privateer.ace.pilot······························oasis
fleaze·artisan·armorsmith·merchant······································naboo
kryddek.mato·smuggler·doctor·privateer.ace.pilot···················bloodfin
LecheHombre
Sat Apr 09, 2005 6:45 pm
#30


Ackehece wrote:
...
spamming of specials - the autoattack is just autospam (which I thought we were trying to get rid of!) (modify this to say auto-attacking with best attack is probably not a great idea * wonders if autoattack only works with marksmen specials*
...



I assumed that standard ranged attack would automatically be the auto-attack when I first heard that the CU was wiping the combat queue. I personally think that I would prefer it if that was the case, but being able to select any markman special as the default attack could work also, interesting suggestion! I can see how conceal shot would want to work differently, by removing any auto-attack so that you wouldn't accidently let loose a non-concealed attack just because you weren't fast enough on the button.



0000101010110000000100111101011011011100
1110100101101110011110101100010000100000 Kitigruqe - Officer
1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
0111111100000101111010011111011000101111
1111100101100100111101010011100110111010 Kylista - Spy
0010000011111011101010010000110101011011
Elder Creature Handler


Roscannon
Tue Apr 12, 2005 12:36 am
#31

Some info/Issues on some Rifleman Specials in the CU:


Sniper Shot

=========

Max Range: 40m - Tested with an E11 and a Spraystick. Shot would not fire unless I was within 40m. Range should be increased. Breaks cover when firing


Conceal Shot

===========

Max Range: 40m - Tested with an E11 Rifle (max 45m) and a Spraystick (max 65m). We are supposed to become long range damage dealers. 40m is not long range. 65m is. This should be addressed.


Using Conceal Shot while under Cover does not, thankfully, break Cover. However, every single time I tested this this morning, the first Conceal Shot fired automatically agro's the creature target. The creatures all made a bee-line for my position and broke cover when they got within 15m. I was not able to get a second ConcealShot off and was forced to go out of "sniper mode."I have not tested this against NPCs yet.I will follow up with NPC info later on.


Startle Shot

=========

Not really a surprise here. Low damage posture up special that thus far is utterly useless in PVE. Breaks Cover when firing.


Cover

=====

Follow up testing in a duel. Opponent was not able to use Tab to target me. However opponent was able to use /tar roscannon to target me and ten run up to me and break cover instantly. Should be addressed.



andoro.salamanca·rifleman·bounty.hunter·rebel.ace.pilot··········storm's.end
tau'wen.rai·jedi.knight·privateer.ace.pilot······························oasis
fleaze·artisan·armorsmith·merchant······································naboo
kryddek.mato·smuggler·doctor·privateer.ace.pilot···················bloodfin
Roscannon
Wed Apr 13, 2005 5:00 pm
#32

And another thing about Cover...


If a Rifleman is under Cover, they can still be picked up by a Ranger using AreaTrack.


Thanks to HuggyBear on TC-EP3 for helping me test this



andoro.salamanca·rifleman·bounty.hunter·rebel.ace.pilot··········storm's.end
tau'wen.rai·jedi.knight·privateer.ace.pilot······························oasis
fleaze·artisan·armorsmith·merchant······································naboo
kryddek.mato·smuggler·doctor·privateer.ace.pilot···················bloodfin
Ackehece
Wed Apr 13, 2005 8:55 pm
#33






Roscannon wrote:

And another thing about Cover...


If a Rifleman is under Cover, they can still be picked up by a Ranger using AreaTrack.


Thanks to HuggyBear on TC-EP3 for helping me test this






This is probably a good thing, it is a counter to it - and it is an ability vs the /tar <riflemanname> that also works vs it T_T.

I reported on the bugs with cover and conceal shot etc today to the devs again. Hopefully we see something soon about it cause the way it is currently will be a complete disaster for us.



"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




frightwig
Fri Apr 15, 2005 11:52 am
#34

Interesting bug I found with /cover today:
  • used /cover while prone and attacked several meatlumps with /snipershot.
  • cover never broke (1100 rifles) as they spawned close to me
  • got tired of killing and stood up, only to still be under /cover and translucent.
  • I ran into Tyrena at the starport and asked, in spatial, if anyone could see me. No one answered, so I sent a tell to someone and he said he did not see me standing in front of him. I ran around for about 10-15 minutes and /cover never broke.
  • Tried going /prone to use /cover again to see if it would uncover me (like /conceal or /maskscent) but nothing worked.
  • Was unable to see if this carried over to another city/planet, as I crashed when using the starship travel terminal



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° [Carbineer] :: [Bounty Hunter] :: Imperial Storm Trooper
° [Imperial Pilot Ace] :: Storm Squadron
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° [Imperial Pilot Ace] :: Imperial Inquisition

Ackehece
Sat Apr 16, 2005 12:15 am
#35






frightwig wrote:
Interesting bug I found with /cover today:


  • used /cover while prone and attacked several meatlumps with /snipershot.

  • cover never broke (1100 rifles) as they spawned close to me

  • got tired of killing and stood up, only to still be under /cover and translucent.

  • I ran into Tyrena at the starport and asked, in spatial, if anyone could see me. No one answered, so I sent a tell to someone and he said he did not see me standing in front of him. I ran around for about 10-15 minutes and /cover never broke.

  • Tried going /prone to use /cover again to see if it would uncover me (like /conceal or /maskscent) but nothing worked.

  • Was unable to see if this carried over to another city/planet, as I crashed when using the starship travel terminal







ok so it is also broken this way for lower level cover...


you need to log for 20+ mins and you can be out of cover.




"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




Kitten_Starsider
Sun Apr 17, 2005 2:34 am
#36

As far as I have noticed they broke cover now in general.


After activated (i am master riflegirl now thanks to the froggies) it never breaks whether you atack, stand, run, are detected or fired at.


Additionally, it crashes the entire zone after having ti activated for a while!


I tested this out yesterday in Lake Retreat on Naboo with two friends. No one but us was in the zone and we did not go linkdead for hours. I try out cover up and the entire zone crashes about 5-10 minutes afterwards. On the login screen the zon was shown as loading.

As far as i understand that loading /only/ counts for the zone and not for the entire server!


Kitten



Join the Pink Side of the Force!
Durik_Lakmor
Sun Apr 17, 2005 2:38 am
#37

i can confirm the first part, a pay and myself ran around doing so, if this made it live things would be bad, really bad. like David Arquette as wrestling world champion bad.
Atobusarragra
Wed Apr 27, 2005 5:19 am
#38

3 from tonight:



Rifle abilities broken are 3 (not happy about this!)


1. Aim :This skill increase accuracy, but upon use and examination of toon (ctrl+C)and skill (ctrl+S)sheet, no bonuses are registered.


2. Cover : simply cant get into cover at all anymore. I spent a couple of minutes pressing the button and nothing.


3. Sniper shot : doesnot shoot. Goes through the warmup, but then does not fire. Tried again and again.

Atobusarragra
Thu Apr 28, 2005 8:58 am
#39

Okay, cover & sniper shot appear to be working somewhat.


Was hunting on Dath. Could use cover effectively once. The next time it didnt seem to stick and couldnt workout why. However, the z-axis might not be working (it never was on preCU) so that may have affected it.


Sniper shot was BAD. This needs fixing. I almost gave up after about 20 attempts trying to fire on a Rhoa Kwi, on the last try it finally fired. This cant be working as intended.


Still cant seem to see if Aim is making any difference at all, and it doesnt report any bonuses on any sheets anywhere (neither ctrl+c or ctrl+S) so conclude its still broken.


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