Rifleman Archive
Thread: Rifle Bugs -=Saturday 07 May 2005=-
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.
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.
Ackehece wrote:
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?
KardenTyrell wrote:
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.
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.
Currently...I believe the DC15 rifle....the scatter pistol...and the trandoshan ..something weapon
Ackehece wrote:
DWolf wrote:
Just a little one to add:
Proton Rifle. Technically a Heavy wep I know. But as Commando/Rifles felt it was my paramount duty to liberate one of these in the name of all rifle-kind. (It SAYS RIFLE! Give it!)
Bought one from another player, no bio-link (was pre-last hotfix) and although I can equip it I cannot fire it nor use any recovery specials with it equipped. CL and Certs are all valid but the poor thing isn't playing ball. It's not playing *Blow that gys head off* either. Has been bugged, and CSR ticketed. Just thought I'd speak up just in case others are encountering similar problems
the cert is wrong on it - it is master commando only and uses HW skills. So unles you are a master commando you will not be able to use any specials with it (in fact you should not be even able to equip it but that is more of the same bug)
Yeah I know, Am master commando, or should I say I was. In the middle of complementing my rifle proff with fencer now. For the up close and personal when you've outdammed everyone else in the group and the mobs are straight on you. Kinda begs the question why be a tank proff in the first place.
KapowBzapp wrote:
It's a little hard to assess Kneecap Shot due to the general bug that our opponent's positions don't update during combat unless we knock them down or kill them. In other words it's hard to tell if your opponent is approaching more slowly when the server thinks he was right in your face ten seconds ago. Same for rooting shots.
For the general windup bug (for us, sniper/cover/aim/overcharge) I've filed a much more specific report in the May 10 Issues thread. We need to keep on the devs' toes about this and clearly rule out the valid and verifiable causes for windup failure. Otherwise we get TH blithely telling us it's because we took damage.
So I reported the failures are NOT caused by
Any other valid causes we should rule out that I missed?
- Distance from target. In that case we get "Too far" and the windup doesn't start.
- Line of sight. Then we get "Can't see target" and the windup doesn't start.
- Wrong posture for Sniper Shot. We get "Invalid posture" and the windup doesn't start.
- Taking damage. These failures happen when we are trying to initiate combat, not when we're in it.
- Moving. Again, we're trying to initiate combat and have sometimes been holding still a minute hoping the server will let us use our special.
Message Edited by KapowBzapp on 05-10-2005 09:49 AM
I think that you covered it fairly well, something I have noticed that is consistent with my problems of "clunking" these windup style specials is that the last special that I previously used has it's icon blacked out. This is consistent with all my specials. The last special initiated even if It has been several minutes and when fighting a completly different creature, the last special I had previously used, blacks out, don't know if this will help or confuse the issue.
Oggat wrote:
Maybe you folks are in the know on this more than I am but I have a Spec ops duster with a +16 to cover. I assumed it was a BE special so I respeced to BE and checked the data schems. I saw no BE enhancements to cover. Is the spec ops I have a loot schem or is it a nerfed BE special?
BE's are no longer able to put cover bonuses onto clothing of any kind. If I were you, I would hang onto the dusters with the high cover bonuses and wait to see if they have any effect at all. I would conclude that they really don't do anything anymore, as the entire premise of a cover modifier has gone out the window. However, I could be wrong and all the clothing with modifiers on it to cover might become quite the item if they still retain a positive aspect but are otherwise unable to be reproduced.
Widle Siclast'lar-
"This causes a great deal of pulling of hair and gnashing of teeth, an wailing, upon the part of Smugglers "the ultimate mezzers" in this post CU galaxy"
Now it's my turn to be shot down. In the heat of combat I've been using Dive Shot to go prone, just to get in the extra attack. And I've lately had a very high success rate of pulling off Sniper Shot right after. I won't claim 100%, and it was probably just a lucky streak. But these timer specials seem to work more often right after combat, so maybe Dive Shot more often satisfies the mysterious criteria we're so often failing?
Give it a try, and someone please post here if Dive Shot is just more wishful thinking.
The same thought occured to me the other day and I gave it a bit of a try, but it seemed to be no more or less successful than hitting the /prone button on my toolbar.
Looks a heck of a lot cooler though!