Rifleman Archive
Thread: PvE CU/R/B
1. I couldn't stay on as long today, but I noticed that "diseased vrelts" have different /con levels. One was white, so i killed it easily at 3/0/0/2 Marksman, the the next one that spawned was purple which not only incapped me but DB'd me.
2. my auto attack only seems to work on the regular ranged attack, not on other specials even after warm up and cool down.
3. Does the difficulty color effect my aim? Cause purple MOBs it seems I am firing over the top not even coming close.
4. The yellow bar on the /firearm strike is confusing. What does that mean? It just appears then goes away.
Box 4 is slow for me in rifles.
Till next time.
Odinwaa wrote:
Day 5:
1. I couldn't stay on as long today, but I noticed that "diseased vrelts" have different /con levels. One was white, so i killed it easily at 3/0/0/2 Marksman, the the next one that spawned was purple which not only incapped me but DB'd me.
When you kill a lair or a creature and it respawns now it appears to gain between 10-40 con levels ... a bug we suspect (or hope!)
2. my auto attack only seems to work on the regular ranged attack, not on other specials even after warm up and cool down.
Did you reset your autoattack to a different attack yet? It works fine for me....
3. Does the difficulty color effect my aim? Cause purple MOBs it seems I am firing over the top not even coming close.
Most definitely - they have greater ranged defence and therefore they will dodge your shots more often.
4. The yellow bar on the /firearm strike is confusing. What does that mean? It just appears then goes away.
this is what they call a warm up - during that time do not move or initate another attack. Once it goes off you can continue to use other skills
(the higher level attacks almost all have that warm up bar)
Box 4 is slow for me in rifles.
slow for everyone - wait till you grind the xp for novice rifleman.....
Till next time.
( i do love the marauder armour, and the fact you can wear basic core armour with no penalties, and reasonable damage protection is a great help for levelling)
I am currentl 30k from getting my first box in rifles, Im tempted to go 1000 for snipershot, as its high damage, although as you have to be prone to fire it, it may be a difficult skill to use solo without a tank.
With the skills I have, Im classed level 14 combat, and taking missions for level 15 creatures was giving me 1.1k xp per kill, and taking one at a time was not overly dangerous, I had to heal after each kill, but not during.
Currently mobs do not seem to be social at all, this would make levelling much more difficult via missions , so I dont know if that is by design or a bug.
I did file a bug report to be safe, what it would mean of course, is levelling you would have to endure you pick non social creatures.
I did a little grouping tonight, having got to novice rifles entirely solo, to help test the tanking abilities of tk, particularly the taunt command.
As a group of 4 with a combat level of 28, we took some level 27 squill missions, and found that , because of the amount of damage I was doing as a rifleman (headshot is about 500 per shot damage), if the tanks (a tk novice and a master brawler) had to heal or stop attacking at all, I would instantly attract the creatures aggro and get charged.(the other player was a novice carbineer).
This may be a problem, however, the melee proffs get taunt bonuses throughout the skill trees so more testing as the tanks (one is actually the tk correspondant) level up.
Something I will keep working on , the ability to keep the aggro from us despite our damage output is a very important part of the group dynamic in high end content.
Kneecap is appearing to work correctly, and slows down the mob , not by a huge amount, but noticable all the same.
Overall, the more special attacks I get , the more this system comes alive, as long as you stick to the correct level opponents it is still perfectly feasable to level solo should you wish, in fact , the xp per kill between the group and solo was virtually identical, so it really is a personal choice still, and not a huge advantage either way.
In my opinion, aside from the sound effects, and some graphicalissues with fonts used for labels that are personal dislikes, this is a vast improvement from the current live experience in every way.
- Basic - Basic armor had no negative mods (movement, accuracy and rate of fire), but it also did little in the way of protection, but was better than nothing. On a 150ish hit it would absorb like 12pts of dmg.
- Standard - Had a little in the way of negative mobs but not to bad. The protection was much better on a 150 hit it would absorb like 60 of it.
- Advanced - I didnt try this out because the negative mods were kind of crazy looking. But I am sure the protection was higher.
- Basic - Basic armor had no negative mods (movement, accuracy and rate of fire), but it also did little in the way of protection, but was better than nothing. On a 150ish hit it would absorb like 12pts of dmg.
- Standard - Had a little in the way of negative mobs but not to bad. The protection was much better on a 150 hit it would absorb like 60 of it.
- Advanced - I didnt try this out because the negative mods were kind of crazy looking. But I am sure the protection was higher.
now on to the explanation of our armor cert mods
- lower level mods cancel out the negatives of standard
- master level mitigations cancel out advanced level negatives
it should be a one to one ratio.
advanced should have a -60% fire rate - master rifleman should have 60% mitigation to armor fire rate reduction
Currently 1000 rifles, and 20k off my second box, have done 50k of that xp in a group, testing agro management as I previously mentioned.
Solo progress is just as quick, so I still havent reached a point where solo play is not viable, in fact, I beleive solo play will be viable all the way to master, simply bythe waythe craeture challenge level system works.
having experimented with the armours a little, I find the basic core stuff perfect at ,my current level.
It doesnt protect as well as the mid and advanced stuff, but has no movement speed or accuracy modifiers, which seems to be more important.
Snipershot, the new spwcial awarded at 1000 , is a high damage attack.
You have to be prone to fire it, it has a very long warm up and cool down, but using the novice rifleman cert spraystick is doing 830 to 860 damage per shot against same or plus 1 level mobs.(I am cuurently level 16).
A very good attack, and has speeded up my levelling a lot. From 64m, a kneecap shot to start combat (also slows down the mobs movement speed), then a snipershot, a couple of headshot/overcharge shots and you just have time for another sniper before the mob closes to mellee.(and hopefully its well on the way to death by then too)
Stand, firearm strike to kd the mob and finish off.
Still getting around 1.1k xp per same level kill, which is a little concerning, as obviously the xp per box goes up a lot as yopu climb the elite profession trees, but my xp per kill is staying pretty stagnant.
That of course is one of the focuses of this beta, so my feedback has been to suggest that xp requirements need to go up somewhat as player level rises.
again, enjoyable days play, even though xp should be more, I did feel I was acomplishing things, and the difference snipershot made to my combat ability was a good reward for trainingh the box.
That hasnt always been the way in this game, as we all know.
Atobusarragra wrote:
Do we still have the ability to pull single mobs away from the group without aggroing the whole group?
Roscannon wrote:
Atobusarragra wrote:
Do we still have the ability to pull single mobs away from the group without aggroing the whole group?
If the MOBs are social/aggressive, not at this time no.
It would be nice if we could retain this ability. Can we lobby to keep this please?
Atobusarragra wrote:
Roscannon wrote:
Atobusarragra wrote:
Do we still have the ability to pull single mobs away from the group without aggroing the whole group?
If the MOBs are social/aggressive, not at this time no.
It would be nice if we could retain this ability. Can we lobby to keep this please?
we can but try /kowtow
Ackehece wrote:
we can but try /kowtow
Ackehece wrote:
Atobusarragra wrote:
Roscannon wrote:
Atobusarragra wrote:
Do we still have the ability to pull single mobs away from the group without aggroing the whole group?
If the MOBs are social/aggressive, not at this time no.
It would be nice if we could retain this ability. Can we lobby to keep this please?
we can but try /kowtow