Rifleman Archive

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

Atobusarragra
Tue May 03, 2005 5:33 am
#66






Ackehece wrote:

GOODS NEWS EVERYBODY!


cover fix in the pipe for tonight or tomorrow.





How about Conceal & Sniper?
ythemadhattery
Tue May 03, 2005 5:42 pm
#67



As of 8:30 EST, I have noticed the following for the Rifleman class:


*Cover now works MUCH more efficiently than before (not too hard to do considering it hardly at all before the patch). Usually on the second try, a player will be able to take cover. I have also noted that it helps to drop, and take cover before moving. I.E., don't crawl to position and then try to take cover, instead take cover when you go prone and then crawl. Also note that you will not be able to take cover if creatures are within ~65M. It's annoying, Especially when the creatures within that proximity are non-aggressive.


*Conceal Shot now works much more often. Indeed sometimes, the bar will fill up and nothing will happen, pre usual before patch, but I have found it firing much more often.


*Sniper Shot also works as well as the above.


*Note: If you have the game sounds on you will notice that as a bar is filling, if a "close" or "unavailable command" sound registers (sounds like a "ca-chunk" in game) the skill will not be preformed. It will almost always happen less than a second after you trigger the command, and before the bar is 1/3 full.


*When you target an opponent, it will simply say "Out of Range" which is very annoying. This is very annoying, as one wants to get a good idea how much further they have to crawl, as well as being able to judge distance before going prone. However, if you simply keep the cursor over a target, it will display the distance from the target. When you get within 65M, you can select the target by clicking on them, and then fire as usual.

john_p
Tue May 03, 2005 5:46 pm
#68

Yeah conceal shot really works quite well now. Certainly how I always thought it should have worked, before the CU.


Each time you hit the target, the creature will run toward you, then stop slightly.


So if you start at 65m, you should get 4 shots in before the creature gets to about 20m and "discovers" you. Worked against krayts and kreetles alike.


Going into cover can be a bit of a pain, but when it works, it works well. Especially since conceal shot, damagewise, is halfway between headshot and sniper shot.






Lariso <Hoods> Officer
Demosthenes <Hoods> Jedi, Master Pilot

Atobusarragra
Tue May 03, 2005 6:08 pm
#69

I wonder though how useful this skill will be if we cant get into it under 65m. These skills are some of our more defining abilities, yet, in a group situation they are almost superfluous. When you have a group of 3 or 4, and up to 8, even the tougher creatures arent that hard if you learn a few tricks. So who is likely to wait around while we try to find the best position to get in cover, crawl all the way back, fire off a few shots then, everyone else rush in to take a few hits. I dont see this skill being used much at all, unless the 65m limit is reduced.
KapowBzapp
Tue May 03, 2005 8:18 pm
#70


john_p wrote:

Each time you hit the target, the creature will run toward you, then stop slightly.

So if you start at 65m, you should get 4 shots in before the creature gets to about 20m and "discovers" you. Worked against krayts and kreetles alike.

Going into cover can be a bit of a pain, but when it works, it works well. Especially since conceal shot, damagewise, is halfway between headshot and sniper shot.




We really should test whether that's any different from using non-concealShot attacks when starting prone from 65m. My experience so far is that it isn't: the target still moves slightly toward you after each shot, and "discovers" you (ie. runs to attack) after the third or fourth. Before the CU, we got a certain amount of concealment just by being prone, and that may not have changed.





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
Wed May 04, 2005 11:44 am
#71

thank you night for that report... *moves it to the correspondent forums*



"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




SteelSnoman
Wed May 04, 2005 11:26 pm
#72

guys, i just wanted to say about sniper shot...this is by no means a solution, but at least some duct tape for the problem until it gets really fixed...if you watch your sniper shot icon....it only works if a yellow ring surrounds it...if a red one does....go ahead and hit ESC and fire again...saves some time at least, makign teh move actually useful...i know its not much, but its something
Nomorenerfs
Thu May 05, 2005 10:12 am
#73

So far in my testing, stance does absolutely nothing.

Prone, kneeling, standing, running like a little girl, I get the same exact accuracy and damage.

Also, found an "issue" last night, that isn't specifically rifles-related but I'll add it here too...

If you pull a mob too far from its lair, it changes its state to "retreat" and instantly strips itself of all debuffs/dots, and goes into insta-regen mode, all shots on it are ignored, until it gets back to its lair.



SWG is a lot like the Nicotrol System.

With each patch, you're that much closer to quitting.
Nisdain
Thu May 05, 2005 12:50 pm
#74

I was thinking... it draws LoS from your chest now right? Well.. what if you're prone? You're chest is on the ground then. Sorta curious as to where on your chest its draws from that might be why its not working well. By the way, if snipershot wont work while prone neither will duelist stance. However standing up and duelist stance works fine.



-Nisdain Vesrial / Caspers Neetakka
Ackehece
Thu May 05, 2005 4:46 pm
#75








Nomorenerfs wrote:
So far in my testing, stance does absolutely nothing.

Prone, kneeling, standing, running like a little girl, I get the same exact accuracy and damage.


Hmm it should - need to do more testing on this and if it does not work I will bug it again.

Also, found an "issue" last night, that isn't specifically rifles-related but I'll add it here too...

If you pull a mob too far from its lair, it changes its state to "retreat" and instantly strips itself of all debuffs/dots, and goes into insta-regen mode, all shots on it are ignored, until it gets back to its lair.


This is working as intended.










"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




JediBlade
Thu May 05, 2005 8:17 pm
#76

May have found a partial pattern to the Sniper Shot. I noticed last night it would only work if the targer was on about the same Z-Axis as me. If I was above or below it, I would always get the failed sound. It was happening pretty consistent but, we would need some others to verify it.
Ackehece
Thu May 05, 2005 8:27 pm
#77






JediBlade wrote:

May have found a partial pattern to the Sniper Shot. I noticed last night it would only work if the targer was on about the same Z-Axis as me. If I was above or below it, I would always get the failed sound. It was happening pretty consistent but, we would need some others to verify it.






it does work on occasion when on a different z-axis but this does add valuable info to localizing if it consistently works on the correct z-axis



"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




DarthKthuolhu
Thu May 05, 2005 9:12 pm
#78



SteelSnoman wrote:
guys, i just wanted to say about sniper shot...this is by no means a solution, but at least some duct tape for the problem until it gets really fixed...if you watch your sniper shot icon....it only works if a yellow ring surrounds it...if a red one does....go ahead and hit ESC and fire again...saves some time at least, makign teh move actually useful...i know its not much, but its something





Ok um.

How do you get this Yellow Ring?
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