Rifleman Archive
Thread: RIFLE BUGS -= Thursday April 28 2005 =-
Ackehece wrote:
GOODS NEWS EVERYBODY!
cover fix in the pipe for tonight or tomorrow.
How about Conceal & Sniper?
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.
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.
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.
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.
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.
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.
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?