Rifleman Archive

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

Grambacca
Sun May 01, 2005 10:45 am
#40






Ackehece wrote:





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)







I have found that you can use the radial menu to remove the powerup that was on the weapon pre-CU. This will allow the weapon to reconfigure to it's proper stats and then you can add a new powerup on it.




************************
Grambacca: The Gray Ghost
Mayor of Highland Citadel, Tatooine
Former MCH
~Wroshyyyr Warrior!~
************************
J'awa-Jones
The only player character Jawa in SWG!
.....
~Jawa Avenger!~
************************


Phat_D_Har
Sun May 01, 2005 6:54 pm
#41



Ackehece wrote:
  • Prone Warping - When going prone there are occassion where the player will 'warp' a fair amount of distance. This usually has a very negative result on Rifleman as they usualy go prone at or close to max range. The 'warp' frequently takes them out of range to the target





  • Has anyone else had this warp? I'm prone, a good 40m from the target. I hit it, and it warps to appear directly on me. I about soiled myself the first time it happened.



    All three accounts canceled as of January 2006.
    Lagofar Refunds Requested.

    So long and thanks for all the fish!
    Ackehece
    Sun May 01, 2005 7:37 pm
    #42






    bluesprite83 wrote:

    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.








    yeah tested this extensively today - perfect flat = works much more often. It is not a LOS issue though as LOS would block all shots. I will bring this to the devs again.





    "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




    KapowBzapp
    Sun May 01, 2005 9:13 pm
    #43

    We've seen a lot of hopeful theories that using /cover and /snipershot is related to waiting after going prone, the terrain, line of sight, etc. I hate to be a naysayer but there is absolutely nothing consistent about these factors. I've successfully dropped to prone and snipershot in a split second, on hilly terrain, in the middle of a battle. And I've lain for five minutes in the same flat spot and still been denied the same attack.

    What IS consistent is that these problem attacks all have a warmup timer, during which we usually get that error "click" that means nothing will happen. And this extends quite beyond our Rifleman specials. Try /aim. That's a generic Marksman special, and it has no stated requirements for posture, line of sight, etc. But I can assure you that if /cover and /snipershot aren't working, neither will /aim. You'll get the exact same warmup click.

    Some "invalid for warmup" flag is getting set and not recalculated. Some arbitrary range of actions gets it re-set so that we can suddenly use warmup attacks. But there's no reason not to treat these as all related. Attacks with wind-up fail 90% or more during wind-up with no error report except that sound cue, in no consistent circumstances whatsoever. That's our bug report right there.

    Message Edited by KapowBzapp on 05-01-2005 09:14 PM





    JEDI: the Starbucks™ of SWG
    Long ago they were cool. Now they're everywhere, and hard to tell apart.

    New ability proposal:
    /grabAndPull to get the Theed guard out of that banner

    Grinding is for coffee. Nobody "forces" you to grind. You play by choice.
    Ackehece
    Sun May 01, 2005 11:52 pm
    #44






    Eggman11 wrote:

    In my humble opinion, the LOS is bugged. I understand and support changing from being able to shoot through a mountain. But if I can see the top half of a target, logic tells me that I should be able to shoot the top half of that target. Asking me to be able to see a sharnaff's whole body in order to shoot it is generally asking me to get within 20 or 30m away from that sharnaff. Since sniper doesn't work, I end up fighting melee. Since I cant wear comp armor anymore, I end up getting smacked around. The only way I figured to fix this problem was to respec to rifles/pistols, and use the stopping shot. It will +Root+ a target, making that target freeze. That gives me 3 "free" shots, if I can see the target. God help me if he runs through a ditch while I am trying to shoot him.


    Head shots, in theory, are meant to hit the....head. I don't know why I should have to see the target's bellybutton in order to shoot him in the head.


    LOS is now calculatedUpper Torsoto Upper Torso as far as our testing has shown (but I have not tested it in the last 3 days) - LOS still annoys me but it is much better then precu los calculations which were foot to foot.


    And, there (so far) is no seen incentive to group fighting. If I am CL60, I get 4K rifle points for shooting a CL60 opponent. If I am CL 40, I get 4K, if I am CL80 I get 4K. You can get 8 master combat profs, all CL80, and a GDK will kill them in under 30 seconds. No point in getting into a group so you can die.


    cl 60 vs cl 60 = base for your level xp


    cl40 vs cl60 (if by some miracle you live ) = you max cap for your level xp


    CL80 vs cl 60 = (1xp)


    CL80 vs CL80 = base for your level xp (should be (and I have gotten 7-8k xp when attacking higher cons then cl80) higher then the cl60 base)


    grouping has distinct benefits - your rate of killing is much higher. Say you take a lair with 8 cl80 players in your group. You all target a single cl 80 creature - that creature would be incinerated in 1 volley for full xp (total time 3-5secs), Now as a single CL 80 vs CL 80 you would spend probably 50% of your action and 50% of your life (if your lucky) and beat it. This will take if you are lucky 30sec + regen or if unlucky 3-5 mins + regen for a further 2-3mins)


    Forgive the rant. I support the idea of the CU. I do not support the results of the CU. I'll try to be patient for Pub 16, the one that fixes CU.










    Message Edited by Ackehece on 05-02-2005 12:53 AM



    "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




    ThrottleJockey
    Mon May 02, 2005 12:03 am
    #45

    Tried out Cover and Conceal a little more last night.
    They have fixed the thing where a creature will come running straight for you after the first shot. It still comes straight for your position, but now in stages. I took position around 60 meters from some level 65 cats, under cover and using conceal shot. After the first shot, it moves a few meters in my direction and stops. Next shot brings it a few more meters towards me, and so on until cover is broken. So I can get off 2-3 shots before it breaks cover.
    Funny thing is, the creature does this same thing even if I don't fire at it. I fired one shot, and then waited. It moved a few meters towards me, stopped, turned 180 degrees around like it was searching, turned towards me again and moved a few more meters closer, repeated this until cover broke. I had no auto attack selected.

    Seems like the creatures does this same routine, regardless if I fire or not.

    Valin Horn
    MR/MCH
    FarStar

    Olsson
    Mon May 02, 2005 12:15 am
    #46






    ThrottleJockey wrote:
    Tried out Cover and Conceal a little more last night.
    They have fixed the thing where a creature will come running straight for you after the first shot. It still comes straight for your position, but now in stages. I took position around 60 meters from some level 65 cats, under cover and using conceal shot. After the first shot, it moves a few meters in my direction and stops. Next shot brings it a few more meters towards me, and so on until cover is broken. So I can get off 2-3 shots before it breaks cover.
    Funny thing is, the creature does this same thing even if I don't fire at it. I fired one shot, and then waited. It moved a few meters towards me, stopped, turned 180 degrees around like it was searching, turned towards me again and moved a few more meters closer, repeated this until cover broke. I had no auto attack selected.

    Seems like the creatures does this same routine, regardless if I fire or not.

    Valin Horn
    MR/MCH
    FarStar






    I was just discussing with my guildmates that I think conceal shot is supposed to be the way to pull single MOBs now. Unfortunately it's has such limited use now because any planet that isn't as flat as a pool table means you'll lose LOS as soon as you go prone.
    Eikmms
    Mon May 02, 2005 12:20 am
    #47






    ThrottleJockey wrote:
    Tried out Cover and Conceal a little more last night.
    They have fixed the thing where a creature will come running straight for you after the first shot. It still comes straight for your position, but now in stages. I took position around 60 meters from some level 65 cats, under cover and using conceal shot. After the first shot, it moves a few meters in my direction and stops. Next shot brings it a few more meters towards me, and so on until cover is broken. So I can get off 2-3 shots before it breaks cover.
    Funny thing is, the creature does this same thing even if I don't fire at it. I fired one shot, and then waited. It moved a few meters towards me, stopped, turned 180 degrees around like it was searching, turned towards me again and moved a few more meters closer, repeated this until cover broke. I had no auto attack selected.

    Seems like the creatures does this same routine, regardless if I fire or not.

    Valin Horn
    MR/MCH
    FarStar







    So much for ever trying to hunt NS Rangers and SMC chicks. I'll stay in the little graasy spot near theed and hope the Nunas don't charge to fast...



    && Eikmms Laggerr &&
    - I miss the old combat system.
    New Rifleman motto "Run it's a picket!"
    I support the stocking of pink armor.
    Eikmms
    Mon May 02, 2005 12:28 am
    #48






    Olsson wrote:

    I was just discussing with my guildmates that I think conceal shot is supposed to be the way to pull single MOBs now. Unfortunately it's has such limited use now because any planet that isn't as flat as a pool table means you'll lose LOS as soon as you go prone.




    That's great if your in a big group. What about people who don't want anything to come near them.......




    && Eikmms Laggerr &&
    - I miss the old combat system.
    New Rifleman motto "Run it's a picket!"
    I support the stocking of pink armor.
    Knutter
    Mon May 02, 2005 2:09 am
    #49

    Ok sorry for posting a third time but no ones answered my previous posts.


    Cover requires Skill Points yes?


    Rifleman Concealment Tree gave you these points before, 10 or 20 per tree level asI remember yes?


    Now it doesnt!


    "My Skills Mods" window on Skills popup shows you your abilities one of which is Cover yes?


    Its now 0!!!


    So is my Character Bugged or is everyone got this!


    Its a real simple explanation why cover doesn't work so I hope i'm being a dunce and don't know how it works Post CU, or you've all missed the obvious!


    /prepare duncecap for self


    CraftAddict
    Mon May 02, 2005 2:23 am
    #50



    KapowBzapp wrote:
    We've seen a lot of hopeful theories that using /cover and /snipershot is related to waiting after going prone, the terrain, line of sight, etc. I hate to be a naysayer but there is absolutely nothing consistent about these factors. I've successfully dropped to prone and snipershot in a split second, on hilly terrain, in the middle of a battle. And I've lain for five minutes in the same flat spot and still been denied the same attack.

    What IS consistent is that these problem attacks all have a warmup timer, during which we usually get that error "click" that means nothing will happen. And this extends quite beyond our Rifleman specials. Try /aim. That's a generic Marksman special, and it has no stated requirements for posture, line of sight, etc. But I can assure you that if /cover and /snipershot aren't working, neither will /aim. You'll get the exact same warmup click.

    Some "invalid for warmup" flag is getting set and not recalculated. Some arbitrary range of actions gets it re-set so that we can suddenly use warmup attacks. But there's no reason not to treat these as all related. Attacks with wind-up fail 90% or more during wind-up with no error report except that sound cue, in no consistent circumstances whatsoever. That's our bug report right there.

    Message Edited by KapowBzapp on 05-01-2005 09:14 PM





    Excellent summary of the issue.

    I'm sure the issue will be fixxed soon. We aren't the only professions tied to a warmup timer, which seems to be the culprit. It all really speculation though, until someone looks at the code. I suspect that it has something to do with lag (in a gereric connection performance type way) which would help explain some of the randomness of the issue.



    Aeriwen Bjorin
    Staff Sergeant
    Imperial Outpost, Dantooine
    ----------------------------------
    Master Rfileman - Master Marksman - Combat Medic
    Eggman11
    Mon May 02, 2005 5:50 am
    #51

    /test



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    Atobusarragra
    Mon May 02, 2005 6:57 am
    #52

    Rifleman skills:


    Cover; Conceal shot; Sniper shot still bugged.



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