Rifleman Archive

Thread: PvE CU/R/B

Atobusarragra
Wed Apr 06, 2005 8:46 am
#40

Great to hear regarding the ability to solo still. It is certainly one of my fears. Lets hope it continues that way through the elite levels too
Odinwaa
Wed Apr 06, 2005 11:21 pm
#41

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.

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.



BLUE-CLOUD ~ Master Commando~~Dharma: the Jedi Knight of good Kharma(AoF)
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Ackehece
Wed Apr 06, 2005 11:27 pm
#42








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.










"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




valetman
Thu Apr 07, 2005 4:44 pm
#43

I logged in after the last publish, and trained novice rifles straight away, obtained my spraystick from the frog along with a selection of the armours available to us.

( 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.




VOBLAT [REJEK]-FARSTAR
Vobbucca - Test Center Wookiee
Light travels faster than sound. This is why some people appear bright until
you hear them speak

Kona_Combine
Thu Apr 07, 2005 5:07 pm
#44

Just got off TC-5 after Elite professions were put in game.


Knee Cap - When you hit a mob or npc with this a nice big + SNARED + pops above the targets head, which made me laugh and think of EQ/WoW. The effect seemed to last for about 3 steps then it was gone and the mobs would zoom to me.


HeadShot - This did for its lvl a nice chunk of dmg, I think it was like 414dmg or something like that, but the "cool down" timer was kind of long, about double placed shot or so it seemed.


Spraystick - I hated this weapon before the CU and hate it even more now that we are forced to use it. It doesnt even look like a Rifle, looks more like a Lightsaber handle. The sound is horrible, had to turn my sound almost completely off when using it (and the novice weapons)


Special Move Costs - I was amazed that the special move costs werent bad, didnt really notice them, never had to med.


Armor - Seems there are 3 types on the frogs. Basic, Standard and Advanced. (and for Rebel's, the recon faction armor is horrible and they wonder why no one used it) The other non-faction armor sets were, Ubesse, Recon Marauders (pink ninja armor), Tantel, and Marburi or whatever the pink and purple skirt mess is called.


  • 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.

EXP - Today on test seemed very very very slow compared to the original release and the last few days of TC. Grouping is a waste of time, seems you get even less EXP when grouped than you do while solo. You might have more people killing the mob but the mobs are also much higher in lvl with more HAM so it just doesnt equal out. Time vs EXP, solo is best.


Warning Do not fight NPC's that are ranged attackers, even if they are lower lvl than you, you will die fast. One thing I loved about the Rifleman class is how good we were against Ranged attackers. When I lvled my first Rifleman up at launch (First Master Rifleman game wide, took 7 days to max the toon) I learned the hardway that with the 2.5x mod, it was suicide (Running passed a bush of Kreetles was a near death experience. So I did nothing but faction missions to get my lvls. I did so many faction missions that when I was done with the rifleman tree, I had over 2mil credits, and was at the max faction Rank. I also found with Ranged mobs that they are evil bastids that will camp you when you get encapped. Much like the greifing in PvP, incap the person let them sit there, when they stand up, incap them again, and third time's the deathblow.


This is my opinion and I know it goes against everyone on this forum it seems, but the CU is not going to be good for this game. The game is dumbed down so much with the CU. You now have to spend more time watching your ICON bar for when you can use a heal, or when you can do another special, so much of a distraction from the game. Half the time I cant even tell when I can use another special I justclick on a special to see, if its got the yellow box around it, its now queued up, with no way to cancel it in the event you need to heal instead of use a special attack. Ok going to stop here, but I could keep going on but dont want to rant, does no good, the devs will put in the game what they want.


Guess I will go back to the Spraystick leveling pain again shortly. I think the first box I am going to fill will be the one with a new weapon certification, think its Counter Sniping 1, and I will get the E11 I think or whatever the standard Issue Imperial rifle was. If anyone wants to get together and test some stuff out my TC-5 name is Kona.


Good Game,






Cona
Intrepid Server
http://www.The-Combine.net
Ackehece
Thu Apr 07, 2005 5:23 pm
#45

Armor - Seems there are 3 types on the frogs. Basic, Standard and Advanced. (and for Rebel's, the recon faction armor is horrible and they wonder why no one used it) The other non-faction armor sets were, Ubesse, Recon Marauders (pink ninja armor), Tantel, and Marburi or whatever the pink and purple skirt mess is called.


  • 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




"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




valetman
Fri Apr 08, 2005 9:37 am
#46

todays update.

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.




VOBLAT [REJEK]-FARSTAR
Vobbucca - Test Center Wookiee
Light travels faster than sound. This is why some people appear bright until
you hear them speak

Atobusarragra
Fri Apr 15, 2005 7:54 am
#47

Do we still have the ability to pull single mobs away from the group without aggroing the whole group?
Roscannon
Fri Apr 15, 2005 8:17 am
#48






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.



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
Atobusarragra
Fri Apr 15, 2005 9:42 pm
#49






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?
Ackehece
Fri Apr 15, 2005 9:57 pm
#50






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



"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




Atobusarragra
Fri Apr 15, 2005 10:07 pm
#51






Ackehece wrote:


we can but try /kowtow





Thank you


/salute
Roscannon
Fri Apr 15, 2005 10:21 pm
#52






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








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
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