Rifleman Archive

Thread: Rifle Bugs -=Saturday 07 May 2005=-

KardenTyrell
Sat May 14, 2005 4:30 am
#53

Cover also seems to break, even when there are things breaking LOS. Meaning someone inside the cantina can still break it even if you're outside.



- "TK-231 reporting in" -
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magalena
Sat May 14, 2005 4:37 am
#54






Treal wrote:
Would you consider everything aggroing to the riflemen/women a bug? They forget they are being hit buy the person next to them and fire at the person holding the rifle 64m away.






thats cuz we out-damage EVERYONE!!!!! even jedi.



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LordDredd
Sat May 14, 2005 7:01 am
#55

Is there a fix ine sight for cover, sniper shot, and conceal shot?



Moff Kaliban Jerico
Stormtrooper Detachment Omega
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BobaFettish
Sat May 14, 2005 7:44 am
#56

Ackehece - I realise that some bugs are hard to track down and fix, But when ther is a Crippling set of Bugs like this that effect an entire profession, severely restricting an entire part of the population, they should be concentrating on finding the cause of this & not keep fixing Graphic glitches, Minor bugs etc..., that have no real impact on the game.


I also realise that Riflemen are not the only ones in trouble atm either, Commando's also have some Seriouse Issues that need resolving, as do Docs. But the point is, instead of working on Insignificant bugs, they should be Poaring through the code & searching for answers as to why a major Game feature isn't working.


And as i said earlier, the reason we hav'nt heard from the devs acknloweleging these as bugs, might be because they are acctually working as intended & we are just using our skill in the wrong manner. This is where those Screen Mssgs would come in real handy. Perhaps we are not as screwed as we think, but without feedback as to why the skills don't work we cannot tell if they are working as intended.


Anyway, Intended or not, I still feel that for theammount of time it takes to take Cover & Conceal/Sniper, We need to be dealing a lot more Damage than we are. As someone said eailer, we do the same damage as a TK or Pistoleer etc, But keep in mind, that to deal that same damage in the same timeframe, we need to spend an extra 5 - 10min "sometimes" to set it up. Our Regular "called" shots are nowhere near as powerful as any of the other Nuke shots in other classes so Just using our base specials & walking into a Nest & letting rip, will just get you a "fast" trip to the Clone Factory. In order for us to deal the same damage as other players, we need our main 2 shots working & they need to be fast enough to do, to keep up with the damage other professions do.




------------------------------------------
CU -> "CRAP UNLEASHED" <- CU
NGE-> "No Good Excuse" <-NGE
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>>Accaounts Cancelled 12.00 am 24 / 11 / 2005<<
starji
Sun May 15, 2005 6:51 am
#57

I had great use of sniper shot the night before last. It would take me about 2-3 min of going prone and checking to see if cover worked, as I have found that if cover works at my location, then sniper shot will also.


After I found my spot where I could use sniper shot I would simply shoot the target once when it's health bar had been knocked down by about 1/2 by the rest of the party. My one shot would then take do about 1400-2000 pts of damage and would leave the target with just a small amount of health that the rest of the party would finish off in no time. I very rarely drew aggro and usually if I did it wouldn't be alive long enough to do much damage to me.


Also getting back to the point of the bugged cover/sniper shot. I have noticed there are two different ways that it fails. If it goes red and gives me the "kerchunk" when I first activate it, it will not work at all from that position and I have to move. However sometimes during the windup it will "kerchunk". When that happens I am able to attempt the shot again and it will work, so there are two different kind of "kerchunks" happening here...the 2nd type I belive is a result of skill failure, while the first I belive is the result of our bug.


I have also been able to get good working firing positions for cover/sniper shot on flat and sloped positions. Finally I have noticed that if I do get in to a spot where I can fire cover/sniper shot and then stand up and then go back prone in that very same spot without moving the cover/sniper shot will not work again and I have to move....this has happened 100% of the time.


I really do like our profession and I think once they get the cover/sniper shot bug fixed it will be a lot less frustrating. Also I think that when a lot of riflemen get used to the concept of aggro and stop playing the game like they used to, that is where everyone just blasted the target as fast as they could things will get a lot smoother for us. You have to time your damage with the rest of the party, so that you are able to contribute and not get squashed yourself, it's a fine balance and it's just one of the things I most enjoy about the new system. Just some of my info and experiences so far thanks for your time.
JeffIncredible
Sun May 15, 2005 7:54 am
#58

has anyone been down to the ryatt trail lately? If you are a rifleman i hope you havn't. The LOS down there is horendous. One of the single most frustrating experiences in swg that i've ever experienced. If you need to use distance don't go here, plain and simple.



I USED TO take Defense Stacker 2....do you?

Ex-Triple Threat |o|o|o|O
GraySeven
Sun May 15, 2005 10:38 am
#59


Right now, the biggest bug I have an issue with is the fact that either I or my target aren't where they show to be on my screen.


Waaay too often now I am getting shot at through walls, or being told I can't see my target even though there is nothing in between us.


After killing MOB's, they slide to my position.






Sniper shot should always go off after the warm up, and have the same hit/miss chance of any other shot. Cover should always initiate after warm-up unless an ENEMY is too close...friends and non-hostiles should not break cover.


Having both a warm-up AND a chance it doesn't work seems both redundant and ignorant, as the only penalty for it not working is time lost. If I'm going into cover, I'm going to keep hitting cover until it takes, so making me do this is nothing but a time sink.


Sniper shot breaks cover, so you only get one of these before you get aggro'd, so it makes no sense for me to have to hit the same shot over and over til it takes. Since you can only do it prone, once someone closes on us, we can't use it any more, and its so slow that other specials are better to use. Sniper shot is simply a hard first strike attack.


Aim should also always work after warm up. Aim should also not break cover, but it does. Aiming is simply taking the time to sight in on your target. As it has a warm up, the warm up should be that time. Once again, after starting combat, aim simply takes too long to use again...as it should be...but making it fail just doesn't make any sense at all as I'll just keep doing it until it takes....


Do you see the trend? So far, every special with warm up that I've seen should not have a failure chance. The warm-up is the time sink, I shouldn't have to keep doing it over and over especially since I have no cool-down if it fails....






For the love of all that is holy, give us some sign when something is attacking us! Bring the HAM bars up, put a crosshair next to their name, something to let me know what is attacking me! MOBs can find me in one shot, but I can't find them especially when they are shooting at me through walls! I try to retreat around a building or structure for a breather and still get shot all to hell because they can see me but I can't see them!






Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Oggat
Sun May 15, 2005 12:00 pm
#60


Because sniper requires state and Cover is a prerequisite to conceal, I wonder if the quea restrictions haven't crippled these specials?


Do these specials require a Quea to work effectively?


You may need to make sniper rifles that apply cover and posture requirements based on skill points. Have these the only weaps rifle can use for thier specials related to the gun.



Add On: I wonder if the weaps encumberance isn't making for such a high failure rate as well?



I should point out, I was able to take cover and conceal shot a Grand Krayt CL 90. As is par for the course, it did next to no damage and he one hit wondered me after my second shot but I was able to do it.


Message Edited by Oggat on 05-15-2005 12:25 AM

cwhistorian
Mon May 16, 2005 6:52 am
#61

I guess my question is - "Do the Devs really know there are bugs? AND if so, is there an official response?"



---------------------------------
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---------------------------------
Ackehece
Mon May 16, 2005 6:58 am
#62






cwhistorian wrote:

I guess my question is - "Do the Devs really know there are bugs? AND if so, is there an official response?"






Yes they know

and as for an official response - we are working on it... along with#xxx other major bugs...



"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
Mon May 16, 2005 7:55 pm
#63






KapowBzapp wrote:

I'd call this a bug. How does the NPC know how damaging you'd have been if you've never landed a hit?




Maybe he saw the smoking crater you left at his feet when you missed.

Chalk it up to new and improved AI....where they're smarter, faster and psychic.

KapowBzapp
Tue May 17, 2005 12:45 am
#64

Today I respec'd some skill boxes into Bounty Hunter, and discovered that Duelist Stance (a defensive special) has the exact same problem. Its windup timer would repeatedly fail regardless of distance, LOS, posture, terrain, etc. A minute later it would work.

So either these windup problems only plague people with Rifleman boxes, or they're affecting everyone but underreported by other professions. Which seems reasonable, since BHs seem to do well enough without this one.

Also I've found evidence that high-damage shots will draw aggro even if you miss. For example: my group is fighting a high CL NPC, and I haven't attacked yet. I pull off an Advanced Sniper Shot that misses (a whole separate gripe there) and suddenly the NPC, who has lost health to everyone but me, is shooting me.

I'd call this a bug. How does the NPC know how damaging you'd have been if you've never landed a hit?





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Ackehece
Tue May 17, 2005 7:53 am
#65






KardenTyrell wrote:





Slysix wrote:






KapowBzapp wrote:

I'd call this a bug. How does the NPC know how damaging you'd have been if you've never landed a hit?




Maybe he saw the smoking crater you left at his feet when you missed.

Chalk it up to new and improved AI....where they're smarter, faster and psychic.




Speaking of craters...all impact effects are still missing, you know the effects when lasers hit the wall or floor when they missed? A spark with a puff of smoke flying...theres currently only 3 weaponry that still has them.





you know something karden - I never saw these precu (maybe related to my graphics card) so I would never miss them. which weapons still have these effects?




"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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