Rifleman Archive

Thread: RIFLE BUGS -= Thursday April 28 2005 =-

PresterJohn
Fri Apr 29, 2005 6:14 pm
#27

Sheesh Im glad Im not the only one with these problems


Played for 2 hours this morning and had alll the same problems, I did have sniper shot work 3 times in a row and incapped my brother in our first duel...heheh that was cool.


When cover did work (1out of 20 times) I liked how you dissolve into the scenery, cheezy but cool.


I mastered rifleman on the last day of "pre CU" so Im not really sure what to think...


good luck everyone and thanks for this thread


vessp





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twighead
Fri Apr 29, 2005 9:00 pm
#28

I feel a little better now that i see you all are having the same problems as me. I thought I was doing something wrong.




KENTT DARKSTRIDER
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Eskie
Sat Apr 30, 2005 2:24 am
#29



Shavier wrote:
" Cover - could not go into cover if someone in my group was close by. This kind of seems to go against the new policy of promoting group play. No one in the group wants to wait for me to go to the other side of the lair, find a clear path to the target, take cover, crawl up within range before the battle starts. Like you said, cover is messed up right now anyway, but even if it was working as intended, it does not promote group play. The only time in pvp I could see cover being usefull is in ambushes, but since cover does not seem to work anywhere near a city it will have limited use."
U could use it to ambush someone in a group setting but you cant use it to pvp or hunt jedis because you cant be seen on the radar but they are able to target you by hitting the tab button so its pretty much useless




Thats all on the list of current rifleman issues, except the tabbing onto the covered up rifleman. Cover shouldnt be broken by group members, own pets or speeders. Also, the distance needed to break cover might be a little too high.



Eskona Runningstar
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Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
F3u3rFr3i
Sat Apr 30, 2005 6:48 am
#30

Cover issues, I concur, let me throw my .02 down

I am a bothan, natural cover bonus. I have a +17 cover bandoleer, even more cover bonus. When I got into cover with my +17 and natural bothan bonuses, it was really really effective, if the creature was 10 or so lower than me, but with all these bonuses, I still have to spam the ability to make it work, when I'm alone, away from no living thing on my radar.



Feuer Frei(Aegis)

Master Rifleman - Master Bounty Hunter - Master Marksman

Tie Pilot - Storm Squadron

You can run, but you'll just die tired.
jalexu
Sat Apr 30, 2005 7:08 am
#31

Snipershot will fire if you have a clear LOS when prone.You might have line of sight when standing, but if you go prone, even the slightest hump in the terrain affects LOS.





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Knutter
Sat Apr 30, 2005 7:16 am
#32

Last Night I logged on and noticed that my Cover was 0/5 (+5 Cover Shirt). Is it just me or is the reason for cover failing all the time because were all at base 0% Cover. It appears to have gone from the Rifleman trees. Im sure I was 80% before CU?


Nnekk
Sat Apr 30, 2005 10:33 am
#33



Nnekk wrote:

One problem I did notice but did not /bug in game was the fact that weapons that had PU's on them pre-CU had way better stats on them post-CU than the ones that didn't have PU's on them. All of the weapons that had PU's on them still have "yellow" titles and all but do not show up as having PU's on them. It's like being able to stack a PU on top of a PU! All I kow is that I eneded up with one really slick Laser Riffle and a couple of DXR's. My T-21's did not have any PU's on them; if I had know this is the way things would turn out I would have put one on each of them before the conversion!

Not sure how they are going to fix that one!






You missed this one Ackehece.



Dev's: Can we get the SEA mods that do not work replaced with mods that do? Also, while you're at it, make sure to update the loot table by deleting mods for SEA's that are no longer applicable. Thanks.


Shikkari
Sat Apr 30, 2005 11:33 am
#34

It's not just a rifle issue. Happened with all weapons so maybe thats why its not on the list.




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Ackehece
Sat Apr 30, 2005 6:49 pm
#35






Nnekk wrote:





Nnekk wrote:

One problem I did notice but did not /bug in game was the fact that weapons that had PU's on them pre-CU had way better stats on them post-CU than the ones that didn't have PU's on them. All of the weapons that had PU's on them still have "yellow" titles and all but do not show up as having PU's on them. It's like being able to stack a PU on top of a PU! All I kow is that I eneded up with one really slick Laser Riffle and a couple of DXR's. My T-21's did not have any PU's on them; if I had know this is the way things would turn out I would have put one on each of them before the conversion!



Not sure how they are going to fix that one!









You missed this one Ackehece.




not really a rifle bug - it would be a conversion bug and as far as the devs are concerned it probably will never be fixed (as conversion is a one time issue)





"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




WaiVren
Sat Apr 30, 2005 11:26 pm
#36

Something I've noticed that probably effects all combat professions - if you have your default attack set, when you switch weapons out of combat but with an attackable target selected, it will initiate combat. Very bad for your health in some areas.


And while on the subject of default attacks, it would be *very* nice if each weapon could remember it's default attack and restore it when equipped.



------------------------------------------
What you are witnessing is a house built on a shaky foundation. As new faulty additions are made with no corrections to previous core problems, the whole thing will eventually cave in on itself.
The vision for SWG has been lost, and will likely never be regained.

Wilhuf
Sun May 01, 2005 7:58 am
#37


FaceInTheCrowd wrote:

Looks like weapon certs are fixed on TC tonight.

Current List:

CL 6: DLT20

CL 7: DLT20a

CL 10: SG82

CL 14: Spraystick (also requires novice rifleman)

CL 22: E11 rifle

CL 30: Beam Rifle (doesn't require SL now), Massassi Ink Rifle

CL 40: Tusken Rifle, Light Laser Rifle, Tenloss (also requires novice rifleman), Berserker (description says requires rifle abilities III but doesn't say that on the cert line)

CL 50: Jawa Ion, LD-1, Fallann Hyper Rifle

CL 54: Advanced Laser Rifle, T21 (also requires master rifleman)



I was wondering why, having played as a rifleman since the very beginning, I was only able to use a DLT20!! There is really no good reason that weapons certifications are incorrectly implemented at CU launch.

I am really an advocate of the CU, but I have to ask why are we paying SOE to betatest this product? I guess the same reason as most of you: We know the Star Wars license deserves the best, and we all have the naive hope that somehow that Galaxies will eventually be improved enough to meet par. But SOE should be paying US for doing the testing, not the other way around.

Message Edited by Wilhuf on 05-01-2005 11:08 AM

bluesprite83
Sun May 01, 2005 8:57 am
#38

Cover and Sniper Shot: You must be on PERFECTLY level terrain for the skills to work. Thus, the reason why it never works in the open unless you are on a plateau, flatlands, structure floor, etc. You can test it easily on the large plateau on Tatooine (near the squill caves) or the flatlands to the south of Bestine.


Hope this helps.


Knutter
Sun May 01, 2005 10:36 am
#39

Can anyone tell me why the concealment tree for Rifleman doesn't give 20 cover points per level of the tree like it used to?
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