Rifleman Archive

Thread: Current Issues

AldeonAvardulin
Mon Jul 28, 2003 8:16 am
#92






Dhosis wrote:

There won't be any tactics in PvP until all the ridiculous knockdown style attacks are changed and until damage vs other players is cut by at least 75%. One shot kills? All that is is surprise, and with the current covert vs overt system, you're screwed.







I mnetioned this to Q3 in a private message, cutting all PvP damage by 75 percent, or even 50 percent, then take armor into the factor. Even though a "head shot" should be a one shot in real life, this is a game, and one shotting everything is that fun. This isnt a dmg reduction to PvE but to PvP. Much like what DAOC did, were you can only have 50 percent crits on players, and 100 percent crits on Creatures. That would make PvP a whole lot funner, even if it takes 3-4 shots now. You would maybe group with 3-4 rifleman to drop people fast now.




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Tanker9
Mon Jul 28, 2003 9:11 am
#93

Master rifleman SHOULD SHOOT THAT FAST. How else would we kill a monster? We cant knock it down, we cant take melee dmg, we cant fight close range. If we dont kill it fast, we die horridly PERIOD. They will nerf langs/jax some day and riflemen will be SOL then. And yes I saw a master. I have 2 boxes in the speed line and he was 3x faster than me. But pistol shoots faster still when they have master. Its called a perk. PVP is madscrewey but a master rifleman shoots slower than a master pistol or carbine.



Isofly Neofly
Master Rifleman
Bloodfin
TrevetOlivaw
Mon Jul 28, 2003 9:15 am
#94

Master rifleman in a DAY? HOW??!?!?!?!



Sorry. That one really really surprised me. It is going to take me months, minimum.



Trevet Fer'lye




Poreli Lodax
Master Rifleman/Smuggler
Alliance Ace Pilot
Republic Federation
Lowca
Tanker9
Mon Jul 28, 2003 9:20 am
#95

There is an explopit spot a bunch of people used. CSRs know about it and they claim they are fixing it but it alloud such things. And when they say a day, id say 40hours of grind is more like it even with the most efficient things (jax/lang/etc)



Isofly Neofly
Master Rifleman
Bloodfin
CloseHauled76
Mon Jul 28, 2003 9:27 am
#96

As a rifleman, I will forever oppose nerfing damage in PvP. I NEED to kill in one shot, or at most 2. If I don't, that gives the enemy plenty of time to close the distance to the point where my rifle is useless and I am screwed.
AldeonAvardulin
Mon Jul 28, 2003 9:28 am
#97

Get a group of Rifleman.



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AldeonAvardulin
Mon Jul 28, 2003 9:31 am
#98






CloseHauled76 wrote:
As a rifleman, I will forever oppose nerfing damage in PvP. I NEED to kill in one shot, or at most 2. If I don't, that gives the enemy plenty of time to close the distance to the point where my rifle is useless and I am screwed.





If all damage is reduced some, we will still have the advantage. Why? Becuase the T21, can do close to 3000 dmg, or maybe above, depending on experimenting. Its the only AR3 gun, other one is a grenade. Chances are if they reduced it by 50 percent, or 25 percent, we would still be one shotting with a decent T21. Just not that, Hey I one shotted you for 3 times your mind dmg.



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CarverOrmazd
Mon Jul 28, 2003 10:33 am
#99

Jande said "butt-swipe" Huhhuh.



Sorry, my brain went soggy for a moment. Somebody said there was a creature grouping issue in the jax killing exploit... but isn't this the Riflemen page? Are we all supposed to be creature handlers? I kill Veermoks, white and yellow cons. I spend 15 hours PER DAY grinding these bastards, and have for the last TWO WEEKS. 800 rifle xp per kill. I am HALF of the way up the skill tree. And you guys have been master riflemen how long? I am a powergamer's powergamer, but whatever the heck you guys are doing, for God's sake, let me in on it, my clicking wrist is about broken.


I am not a superfan of exploits or anything, but I've been working way too hard to be so **edit** far behind everyone else... (I understand you're protective of your secrets, but help a fellow rifleman out buds... please?)




Carver Ormazd
Founder of the Rebel Underground
Today, Smuggling Armorsmith
(Former Master Rifleman, Medic, Doctor, CH, Scout, Merchant, Marksman, Tailor, etc.)

Vendor @ 3400, -7075 on Tatooine, south of Mos Eisley in Echo Base.
AldeonAvardulin
Mon Jul 28, 2003 10:55 am
#100

I sent in the list of the top 5 issues, mostly bugs a few days ago. Plus my personal issue.


This is most of what I said-


The top 5 issues is kind of hard to bring up, as there are probably so many issues that want to be said, but currently I feel its hard to get any issues besides bugs through until, masters appear everywhere. As I’m not quite sure if there will be AR2 or AR3 armor, which would change a whole lot of things.


The site to visit for all related facts or discussion on these issues would be here-




Cover, and a lot of things having to do with it seem to be quite buggy, for one, while in cover mode, if I begin shooting a creature or NPC, that would normally bring friends. His friends will begin charging right while the target remains wandering around until I’m forced out of cover. If I’m in cover I’d expect it to work on all NPC’s or Creatures, even ones that are going to charge along with the target. You can do this out of range too. Going out of range with a NPC or creature which will bring friends, you go into combat, and he is sitting there, while all his friends begin charging me. This is also working the same way with Conceal shot. It does nothing towards there friends.



Surprise Shot from cover doesn’t work. When used in cover, it either comes out a regular shot, or it says "you cannot do that with this weapon." We’ve all tested with different weapons, and we would like to be able to use all of our abilities, especially one that would give us an edge over the NPC or Creature.



The SG82, has 110 condition, while others have 1000. This is a sever disadvantage to this weapon. If their meant to be this way, it makes it hard for any of us to use it since its only advantage is its less ideal range, and not damage, even though Ideal range seems to be only working for Rifleman.


Which brings me to one of the Rifleman’s top issues, our Ideal range and Max range; currently you can fire a pistol at 64 meters out, and a rifle at 64 meters out, at the same time, and both will be just as accurate. With any pistol, it works the same, but if I bring one of my rifles in closer, to the normal pistol range, my shots miss more then half the time, while their shots are still dead on. I’m forced to use AIM to get any shot off. Me, as well as all of the Rifleman, would either like to see there miss rate at higher ranges decreased, or our max range increased to 100 meters for certain weapons, which seems perfectly logical, since objects begin to render in at 128 meters.


Porting while Prone, apparently a lot of people have been experiencing this, although not myself since I have yet to test it, but quite a lot of people asked me to put it in. Were when you go prone you port 10-30 meters away from where you were.


For my personal issue, that I find devastating to most rifleman, Is our in ability to group. Our largest this do mind damage, which we need the extremely high hits in order to get decent XP do to our slow Rifle speed. While in a group, I can get a NPCs mind down to half before they are dropped, yet I still get 30 percent of the XP others are getting. While if I do something like Overcharge Shot, or any of our random health pool attacks, its still around 30-40 percent. Do to the lower damage output. Right now were forced to solo, and every master rifleman I have talked to has soloed the entire way there. We will only be attracting PvP players, since mind damage is the best damage to do. As you can see a lot of people want mind to be healable. I think it will change efficiently when Armor Rating 2 and 3 come out.




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AldeonAvardulin
Mon Jul 28, 2003 10:56 am
#101

Keep the bug reports coming, and Ill get peopl or myself on testing them, Im hoping to get 2 rifleman to test Crawl speed today.




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AldeonAvardulin
Mon Jul 28, 2003 10:59 am
#102

A list of a few other bugs ive read would be-


Prone slow motion speed. (Or was it cover?)


HAm costs bieng to high. This problem will be fixed next patch though. There making it so Weaponsmiths can experiment on it now.




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ZevishWulf
Mon Jul 28, 2003 11:47 pm
#103

Looks like a good list to me.




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Imperial Ranger/Rifleman- When sending a probe droid just won't cut it
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CloseHauled76
Tue Jul 29, 2003 4:12 am
#104

Youwant the pistoleer mis rate at 64 meters decreased? I think it should be increased - so they miss more.
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