Rifleman Archive
Thread: Rifleman Issues 10/16/04
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Va-Mei
Wed Oct 27, 2004 11:15 pm
#27
This is a cross from a thread in the WS forum, where many people are noticing a huge jump in weapon degradation.
All my good guns have been put in the weapons locker, and are going to stay there until this is resolved....
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Just performed a test.
used test macro:
/strafeshot2
/pause1.5
... repeats 10 times
/peace
grabed up my jawa (sliced, no power-up), knowing that I can sit and milk a lair all day, without ever destroying the lair.
Targeted a Spineflap nest, and let rip. The 1st 10 strafeshot2's killed all spawned spineflaps, and pulled 3 points of Cond from my Jawa
With all the flaps dead, I let loose another burst of 10 ss2's, and lost NO condition. This burst hit nothing but the lair, which takes no damage from stun attacks.
At this point, I started moving about shooting things both organinc and inorganic. Anything that took damage was dealing approx 1/5 point of cond damage to my weapon per creature hit. Average creature damage per hit was in the area of 800-1200 realized damage. This was regardless of using various specials or just /attack, everything was tearing it up.
In a period of 10-15 min of low intensity combat, I stripped 16 points of cond from the gun. This is a huge increase in condition loss, and appears to be directly related to damage realized by the target, as opposed to weapon use or attacks.
I would suggest that some of the other classes experiment with targets that are immune,highly resistant, and proneto their attacks to confirm,watching weaponcond loss compared to damaged applied to the target.
Waste93
Thu Nov 11, 2004 6:29 pm
#28
Sent in an updated list today. It mostly added the bugs. No new real feature requests as most of that is part of the CU/R/B. So won't have more info on that until we start testing that.
I added the FS Ranged Mods bug to the list and put it in the top 5 issues.
Ackehece
Fri Nov 12, 2004 10:13 pm
#29
Aden_Nak wrote:
Holy crap, are Startle and Flushing still redundant? I remember us asking about that being changed in, er. . . beta.
yeah ^_^ but not much longer I think (so only like 1 and 1/2 years of pointing it out ^_^)
KapowBzapp
Thu Nov 18, 2004 9:25 am
#30
Coffee_Fiend wrote:
I have found that in the last couple of days if I go prone and attack something I will go into combat with it, it's name will change to red if it's yellow and after the normal sort of time it will notice me and start attacking, the difference is I won't have fired at all in the mean time.
If I use special attacks then I shoot and if I crouch or stand I shoot, but going prone and just trying to do regular attacks does nothing.
It looks like Publish 11 broke default attacking from prone. You can only get off specials. This hasn't gotten a lot of press because the norm is to go buffed and do specials only, but it certainly matters when the buff wears off. And for novices who just don't have that many specials to use.
I've /bugged this and encourage everyone else to, but should we elevate this in our list until it's fixed?
FaceInTheCrowd
Fri Nov 19, 2004 10:11 pm
#31
I noticed the issue with auto-attack or (/attack) from prone over the past few days while I was working on a new rifleman on TC. I discussed the issue with QA tonight and they were unfamiliar with it. This doesn't seem to happen to me 100% of the time. Are there some circumstances under which this is 100% reproducible? QA thought that I had a line of sight issue (I didn't). Does this only happen with rifles?
KapowBzapp
Sat Nov 20, 2004 1:24 pm
#32
I'm still trying to find a way to consistently reproduce it, and I actually think it's been around since longer than Publish 11. I've often started an attack with no specials and wondered why nothing was happening, but thought it was just lag. Perhaps it became more pronounced with the latest publish.
Sometimes the bug will hit when you start an attack, but using a special will "knock it loose" and start the default-attacking up again. It even seems to work better with certain specials, or go through phases of working or not. Maybe AoE specials knock it loose by commencing combat with more targets.
I'll have to get some nice big fat mission lairs to experiment on. But let's keep at this, when the buff's gone our high default damage and prone concealment are all we've got.
Sometimes the bug will hit when you start an attack, but using a special will "knock it loose" and start the default-attacking up again. It even seems to work better with certain specials, or go through phases of working or not. Maybe AoE specials knock it loose by commencing combat with more targets.
I'll have to get some nice big fat mission lairs to experiment on. But let's keep at this, when the buff's gone our high default damage and prone concealment are all we've got.
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