Rifleman Archive

Thread: CU Faq prototype mark 1 (ADDITIONS AND CRITIQUE REQUESTED)

Ackehece
Wed Apr 13, 2005 10:06 am
#40


General CU Info


Rifleman Info to follow this section





Auto Attack:



  • ctrl+click special to select an attack

  • once in combat that attack should cycle after you use it once

Auto Assist in Combat:



  • Target a group member who is currently engaged in combat

  • fire a special - it will hit your targeted group members target

Considering NPCs and Creatures: (BELIEVE IT THIS TIME)


  • Colors:

    • Grey - Too low - Minimal experience , not worth fighting

    • Green - A small amount of experience, will definitely be an easy fight

    • Light Blue - A small amount of experience, should be an easy fight, could be trouble if there are more than 1 or 2 opponents.

    • Blue - Ideal target, decent experience 1 on 1, but could be tough if there are 2 or more opponents.

    • White - Even Target 1 on 1; good fight.

    • Yellow - Dangerous fight; stronger than you, but you might win. Good luck!

    • Orange - Very dangerous fight. Unlikely you will beat this opponent

    • Red - This opponent will easily smite you.

    • Purple - Certain death.

  • Target Icons:

    • Pointing Up - Higher con than you

    • Circle - Even con

    • Pointing Down - Lower con than you

DPS in the examine window:



  • The DPS listed in any of the weapon descriptions is just an estimate of the raw average damage divided by the weapon speed.

  • The final DPS output of any player will be determined by a much wider variety of factors such as special move multipliers, accuracy & skill mods, etc, etc.

  • The actual damage being done will also be modified by the skill mods and armor ratings of the opponent.

Range Modifiers:



  • Since we no longer have min/mid/max range bonuses (because we no longer have min/mid/max range accuracy differences), we moved to one "general accuracy" value.

  • The "Accuracy" on a weapon should stack with your other accuracy modifiers (from skill mods, etc).

  • You will also notice we got rid of the "mid distance" stat all together. Weapons now only have min/max distances.

Dot Weapons:



  • DOTs of this sort will indeed be removed completely from all weapons.

  • The point values of the DOTs will not be converted on a 1-1 ratio; instead a formula is used to derive a more reasonable value for the end weapon.

  • All weapon values will be modified to be within acceptable (from a balance perspective) ranges of the new weapon target numbers.

  • The truth of the matter is that there are some very overpowered DOT weapons in the world, and those weapons will no doubt lose much of their punch. These weapons should, however, still be relatively excellent weapons within the new system - just not the overpowered uber weapons they are now.




*********Rifleman CU FAQ*********





Rifleman health and con level:



  • Con Level


    • con level 55

  • Health


    • +1000 health

  • required to maximize


    • no other skills then the min (MR + 4004 Marksmen)



Specials: (more info such as time delays and damagemodifers to come)



  • Head Shot: target damage:


    • accuracy penalty attached

    • no

    • idea of what this really does yet

    • Novice

  • Improved Head Shot:



    • head shot with increased targeted damage

    • Sniper tier 3

  • Conceal Shot:


    • Shoot from cover without revealing self

    • Assassin tier 2

    • prone only

    • under cover only

    • max range (Currently) 40m (bug?)

    • warm up timer

  • Improved Conceal Shot:



    • Conceal shot with increased damage

    • Assassin tier 4

    • prone only

    • under cover only

    • max range 64m

    • warm up timer

  • Startle Shot:

    • Forces opponent to move up a posture + prevents posture change for short period

    • Gunner tier 1

    • this attack stops opposing players and npcs from being able to use snipershot/concealshot/cover for the length of the posture change delay (aka an antisniper attack)

  • Improved Startle Shot:

    • Startle shot with greater posture change delay

    • Gunner tier 3

  • Advanced Startle Shot:

    • Startle shot with greatest posture change delay

    • Master

  • Sniper Shot:

    • Long setup, major damage dealing

    • Sniper tier 1

    • prone only

  • Improved Sniper Shot:

    • Sniper shot with improved damage

    • Sniper tier 4

    • prone only

  • Advanced Sniper Shot:

    • Sniper shot with highest damage

    • Master

    • prone only

  • Improved Aim:

    • Increases accuracy for short duration (multiple shots)

    • Soldier tier 1

  • Advanced Aim:

    • Aim shot with greatest accuracy increase and longer duration

    • Soldier tier 3

  • Kneecap Shot:

    • reduces speed of opponent

    • Novice

  • Improved Kneecap Shot:

    • greater reduction in speed and longer duration

    • Gunner tier 4

  • Cover:


    • Hides rifleman from opponentby turning invisible

    • makes rifleman translucent on own screen

    • removes from radar and map

    • Assassin tier 1

    • prone

    • can crawl while under cover

    • has a long warm up timer

    • can still be targeted using /target name (bug?)

Recoveries: (for a small action point cost - clear a state effect)



  • Dizzy Recovery

    • Gunnery tier 2

  • Stun Recovery

    • Soldier tier 4

  • Blind Recovery

    • Soldier tier 2

  • Knockdown Recovery


    • Novice Marksmen



"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




Ackehece
Wed Apr 13, 2005 10:29 am
#41





Marksmen:







Marksmen Rifle Tree



  • tier 4 rifle:

    • Aim
    • Sg82
    • Rifle Accuracy +10
    • Rifle Defense +5
    • Rifle Speed +5

  • tier 3 rifle:

    • Fire Arm Strike (melee attack)
    • Dlt20a cert
    • Rifle Accuracy +10
    • Rifle Defense +5
    • Rifle Speed +5


  • tier 2 rifle:

    • Placed Shot
    • Dlt20 cert
    • Rifle Accuracy +10
    • Rifle Defense +5
    • Rifle Speed +5

  • tier 1 rifle:

    • Aimed Shot
    • Rifle accuracy +10
    • Rifle defense +5
    • Rifle Speed +5

Novice



  • Knockdown Recovery
  • General Ranged Accuracy +10
  • Ranged Speed +5

General Ranged



  • Line 4

    • Overcharge Shot
    • General Ranged Accuracy +5
    • Ranged Defense +10
    • Melee Defense +5

  • tier 3

    • Kip Up Shot
    • General Ranged Accuracy +5
    • Ranged Defense +5

  • tier 2

    • Dive Shot
    • General Ranged Accuracy +5
    • Ranged Defense +5
    • Melee Defense +5

  • tier 1

    • Roll Shot
    • General Ranged Accuracy +5
    • Ranged Defense +5





Rifleman trees






Tree: Sniper


tier 4:



  • 450,000xp
  • Improved snipershot - more damage
  • general ranged accuracy +20
  • rifle accuracy +5

tier 3:



  • 350,000xp
  • Improved Head Shot
  • recon armor rate of fire mitigation 40%
  • tusken rifle cert
  • general ranged accuracy +15
  • rifle accuracy +5

tier 2:



  • 250,000xp
  • general ranged accuracy +5
  • rifle accuracy +10

tier 1:



  • 175,000xp
  • Sniper Shot - sig damage from long range - slow setup
  • general ranged accuracy +5
  • rifle accuracy +5

Tree: Assassin

Tier 4:




  • Improved Conceal Shot


  • Jawa Rifle cert


  • Ranged defense +15

tier 3:




  • ranged defense +10


tier 2:



  • Conceal Shot - allows you to shoot while undercover with a low probablity of being discovered
  • ranged defense +10

tier 1:



  • cover up - radar concealment - can crawl but must be prone
  • Ranged defense +10


Tree: Gunner


tier 4




  • Improved Knee-cap shot


  • recon armor accuracy mitigation 40%


  • rifle defense +5

tier 3



  • Improved startle shot - more damage

tier 2



  • Dizzy Recovery - if you have pool points cancel a dizzy state on you instantly
  • recon armor accuracy mitigation 30%

  • rifle defense +5


tier 1



  • e11 cert
  • startle shot- posture up attack (yes this is useful as many rifleman specials can only be fired from prone now.)

Tree: Soldier


tier 4




  • 150,000 cb xp


  • Recon armor movement mitigation 20%


  • stun recovery


  • rifle speed +10

tier 3



  • 120,000 cb xp
  • Advanced aim - bigger accuracy boost
  • laser rifle cert
  • rifle speed +10

tier 2



  • 85,000 cb xp
  • Blind Recovery - same as dizzy
  • rifle speed +10

tier 1



  • 60,000 combat xp
  • Improved aim - affects several shots

  • rifle speed +5



MASTER:



  • Master 1,000,000XP!!!! required!
  • General ranged accuracy +30
  • general ranged speed +15
  • melee defense +20
  • ranged defense +20
  • Advanced sniper shot
  • advanced startle shot
  • recon rate of fire mitigation 60%
  • T-21 cert


NOVICE:



  • Novice 125000 xp
  • kneecapshot - crippling move
  • headshot - shot that hits the head - has an accuracy penalty
  • Recon armor accuracy mitigation 10%
  • recon armo movement mitigation 10%
  • recon armor rate of fire mitigation 30%
  • spraystick cert
  • melee defense +5
  • ranged defense +10
  • rifle accuracy +20
  • rifle speed +10



"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




Roscannon
Wed Apr 13, 2005 11:06 am
#42






Ackehece wrote:





Roscannon wrote:


  • The CU Master Rifleman


    • Con Level 55 (with no other combat skills beyond MR and the 4004 Marksman prereqs)

    • +1000 Health (with no other combat skills)






you succeed????
OMG man... wow.



Ya I figured that to fully test PVE I needed to be master, so I went nuts with grinding yesterday and the previous evening. Right now I'm going around proving how broken Cover/Conceal is for PVE. And by broken I don't mean in a good way




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 9:02 pm
#43





Novock wrote:

1. A new system will be brought in making weapons certed by level rather than proffession.






Weapon certs can now be tied to a combat level + a specific skill box + a specific race


So, all three of these scenarios could happen:


1. Weapon is certed to anyone with a combat level of at least X

2.Weapon is certed to anyone witha combat level of at least X AND have achieved Skill Box N

3. Weapon is certed to anyone with a combat level of at least X AND have achieved Skill Box N AND is of raceK.


Most weapons currently fall into "1", some fall into "2" (mostly iconic and profression defining weapons) and very few(currently only bowcasters)fall into "3".



"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




Ackehece
Wed Apr 13, 2005 9:07 pm
#44

Skill Respec:

Novice for Novice

Elite for Elite only




"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
Thu Apr 14, 2005 1:08 am
#45






Ackehece wrote:



1. Weapon is certed to anyone with a combat level of at least X





My interpretation was that anyone can use the weapon but if you have no skills it will be significantly less powerful. That is, a MR picks up a scythe because of correct combat level but cant do as much damage nor is as accurate as master swordsman(?), because they have no skills trained relating to it yet, such as melee accuracy.


nb. used scythe here as example only.
Atobusarragra
Thu Apr 14, 2005 1:09 am
#46






Ackehece wrote:

Skill Respec:

Novice for Novice

Elite for Elite only







I thought the answer they gave on HoCsuggested this was the case, but they didnt seem to be too firm in their answer making me think they could change their mind again.
Bermag
Thu Apr 14, 2005 1:19 am
#47

I think the best they could do with respec is to use XP. Something like this:


When you drop normal profession boxes for respec you get "respec" weapon XP/Combat XP/FS XP/Jedi XP.Youget sameXP as they costpost-CU.Then you train you can useeither normal XP or the "respec XP".


That would be a solution that would work for all professions includign XP. Converting skill boxes can cause a lot of trouble. Also elite -> elite novice -> novice is not very good. All elite professions require 2 novicetrees.



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
Ackehece
Thu Apr 14, 2005 6:54 am
#48






Atobusarragra wrote:





Ackehece wrote:



1. Weapon is certed to anyone with a combat level of at least X





My interpretation was that anyone can use the weapon but if you have no skills it will be significantly less powerful. That is, a MR picks up a scythe because of correct combat level but cant do as much damage nor is as accurate as master swordsman(?), because they have no skills trained relating to it yet, such as melee accuracy.


nb. used scythe here as example only.




that would be how I interpret it as well.. I can use a sword... but I might be able to cut my own fingers off with it ^_^. Otoh... being a high level combatant I should be able to punch out a nuna with my bare hands.




"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




Ackehece
Thu Apr 14, 2005 6:57 am
#49






Atobusarragra wrote:





Ackehece wrote:

Skill Respec:

Novice for Novice

Elite for Elite only







I thought the answer they gave on HoCsuggested this was the case, but they didnt seem to be too firm in their answer making me think they could change their mind again.






well we are trying... at least forriflemen on the whole thisis not a nightmare... but the hybrids have a horrible issue on hand (think Commandos and BH who have all kinds of novice level skills ). Kinda handicaps them with the skill changes.




"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




Slysix
Thu Apr 14, 2005 12:01 pm
#50






Ackehece wrote:



Weapon certs can now be tied to a combat level + a specific skill box + a specific race


So, all three of these scenarios could happen:


1. Weapon is certed to anyone with a combat level of at least X

2.Weapon is certed to anyone witha combat level of at least X AND have achieved Skill Box N

3. Weapon is certed to anyone with a combat level of at least X AND have achieved Skill Box N AND is of raceK.


Most weapons currently fall into "1", some fall into "2" (mostly iconic and profression defining weapons) and very few(currently only bowcasters)fall into "3".





Hope they include Ithorian Spit BallGun for species specific. With the two mouths us Ithorian riflemen should be able to take out a Krayt with two straws and a wad of paper towels.


Any one see the Clone Wars series...That one freaky Ithorian with the lungs and the screaming and stuff.



Atobusarragra
Sat Apr 16, 2005 8:26 pm
#51

Any info yet on cover, conceal shot and sniper shot?
Ackehece
Sun Apr 17, 2005 3:44 pm
#52

This is not accurate for rifleman(THE FORMULA ISDIFFERENT!)(based on Carbine data (firehawk is a math god!))


0->25 speed -- 2s -> 1.7s (-15%, -.6%/speed )
25->50 speed -- 1.7s -> 1.5s (-25%, -.4%/speed)
50->75 speed -- 1.5s -> 1.35s (-32.5%, -.3%/speed)
75->100 speed -- 1.35s -> 1.25s (-37.5%, -.2%/speed)
100->125 speed -- 1.25s -> 1.2s (-40%, -.1%/speed)

(this means that a +25 speed tape adds approximately 4% to your over all speed)



I need to timea basic attackat all speed levels from speed 1 to max (but as I can barely get into the game without crashing this has been a impossible task) once we have that we can do a curvilinear progression and hopefully that will give us data on weapon speed related to rifleman



"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




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