Rifleman Archive
Thread: RIFLEMAN FAQ mk4.1 -=July 28 2005=- (updated)
General CU Info
Rifleman Info to follow this section
Auto Attack:
- ctrl+click special to select an attack
- once in combat that attack should cycle after you use it once
Auto Assist in Combat:
- Target a group member who is currently engaged in combat
- fire a special - it will hit your targeted group members target
Phases of action in an attack
- Queued - Yellow outline around action in toolbar.
- warm-up - yellow status bar below the toolbar, filling from left to right. Does not exist in all attacks. This is the phase that is supposed to be interruptable.
- Cool-down - White outline around action in toolbar. No other actions can be executed.
- Recovery - Icon in toolbar is blacked out, refills with color from the bottom to the top. Other actions can be executed.
- Recovery and cooldown are instantaneous if the attack failed due to LOS/range/invalid target/etc.
- Colors:
- Grey - Too low - Minimal experience , not worth fighting
- Green - A small amount of experience, will definitely be an easy fight
- Light Blue - A small amount of experience, should be an easy fight, could be trouble if there are more than 1 or 2 opponents.
- Blue - Ideal target, decent experience 1 on 1, but could be tough if there are 2 or more opponents.
- White - Even Target 1 on 1; good fight.
- Yellow - Dangerous fight; stronger than you, but you might win. Good luck!
- Orange - Very dangerous fight. Unlikely you will beat this opponent
- Red - This opponent will easily smite you.
- Purple - Certain death.
- Grey - Too low - Minimal experience , not worth fighting
- Target Icons:
- Pointing Up - Higher con than you
- Circle - Even con
- Pointing Down - Lower con than you
- Pointing Up - Higher con than you
DPS in the examine window:
- The DPS listed in any of the weapon descriptions is just an estimate of the raw average damage divided by the weapon speed.
- The final DPS output of any player will be determined by a much wider variety of factors such as special move multipliers, accuracy & skill mods, etc, etc.
- The actual damage being done will also be modified by the skill mods and armor ratings of the opponent.
Range Modifiers:
- Since we no longer have min/mid/max range bonuses (because we no longer have min/mid/max range accuracy differences), we moved to one "general accuracy" value.
- The "Accuracy" on a weapon should stack with your other accuracy modifiers (from skill mods, etc).
- You will also notice we got rid of the "mid distance" stat all together. Weapons now only have min/max distances.
How does accuracy work in the new system?
- Accuracy does two things:
- Determines probability of hitting the target.
- If your accuracy is greater than defensive skills of your target, you do additional damage.
- Level difference between the player and the target also has an effect on hitting and damage done.
*********Rifleman CU FAQ*********
Rifleman health and con level:
- Con Level
- con level 54
- Health
- +1000 health
- required to maximize
- no other skills then the min (MR + 4004 Marksmen)
Specials: (more info such as time delays and damagemodifers to come)
- Head Shot: target damage:
- accuracy penalty attached
- no
- idea of what this really does yet
- Novice
- accuracy penalty attached
- Improved Head Shot:
-
- head shot with increased targeted damage
- Sniper tier 3
- head shot with increased targeted damage
- Conceal Shot:
- Shoot from cover without revealing self
- Assassin tier 2
- prone only
- under cover only
- max range 40m
- warm up timer
- Shoot from cover without revealing self
- Improved Conceal Shot:
-
- Conceal shot with increased damage
- Assassin tier 4
- prone only
- under cover only
- max range extended to 64m
- warm up timer
- Conceal shot with increased damage
- Startle Shot:
- Forces opponent to move up a posture + prevents posture change for short period
- Gunner tier 1
- this attack stops opposing players and npcs from being able to use snipershot/concealshot/cover for the length of the posture change delay (aka an antisniper attack)
- Forces opponent to move up a posture + prevents posture change for short period
- Improved Startle Shot:
- Startle shot with greater posture change delay
- Gunner tier 3
- Startle shot with greater posture change delay
- Advanced Startle Shot:
- Startle shot with greatest posture change delay
- Master
- Startle shot with greatest posture change delay
- Sniper Shot:
- Long setup, major damage dealing
- Sniper tier 1
- prone only
- max range 45m
- Long setup, major damage dealing
- Improved Sniper Shot:
- Sniper shot with improved damage
- Sniper tier 4
- prone only
- max range extended to 64m
- Sniper shot with improved damage
- Advanced Sniper Shot:
- Sniper shot with highest damage
- Master
- prone only
- Sniper shot with highest damage
- Improved Aim:
- Increases accuracy for short duration (multiple shots)
- Soldier tier 1
- Increases accuracy for short duration (multiple shots)
- Advanced Aim:
- Aim shot with greatest accuracy increase and longer duration
- Soldier tier 3
- Aim shot with greatest accuracy increase and longer duration
- Kneecap Shot:
- reduces speed of opponent
- Novice
- reduces speed of opponent
- Improved Kneecap Shot:
- greater reduction in speed and longer duration
- Gunner tier 4
- greater reduction in speed and longer duration
- Cover:
- Hides rifleman from opponentby turning invisible
- makes rifleman translucent on own screen
- removes from radar and map
- Assassin tier 1
- prone
- can crawl while under cover
- has a long warm up timer
- can still be targeted using /target name (bug?)
- Hides rifleman from opponentby turning invisible
Recoveries: (for a small action point cost - clear a state effect)
- Dizzy Recovery
- Gunnery tier 2
- Stun Recovery
- Soldier tier 4
- Blind Recovery
- Soldier tier 2
- Knockdown Recovery
- Novice Marksmen
Message Edited by Ackehece on 04-28-2005 07:12 PM
Message Edited by Ackehece on 05-01-2005 01:13 AM
Message Edited by Ackehece on 05-09-2005 07:33 PM
Message Edited by Ackehece on 07-28-2005 12:06 AM
Marksmen:
Marksmen Rifle Tree
- tier 4 rifle:
- Aim
- Sg82
- Rifle Accuracy +10
- Rifle Defense +5
- Rifle Speed +5
- tier 3 rifle:
- Fire Arm Strike (melee attack)
- Dlt20a cert
- Rifle Accuracy +10
- Rifle Defense +5
- Rifle Speed +5
- tier 2 rifle:
- Placed Shot
- Dlt20 cert
- Rifle Accuracy +10
- Rifle Defense +5
- Rifle Speed +5
- tier 1 rifle:
- Aimed Shot
- Rifle accuracy +10
- Rifle defense +5
- Rifle Speed +5
Novice
- Knockdown Recovery
- General Ranged Accuracy +10
- Ranged Speed +5
General Ranged
- Line 4
- Overcharge Shot
- General Ranged Accuracy +5
- Ranged Defense +10
- Melee Defense +5
- tier 3
- Kip Up Shot
- General Ranged Accuracy +5
- Ranged Defense +5
- tier 2
- Dive Shot
- General Ranged Accuracy +5
- Ranged Defense +5
- Melee Defense +5
- tier 1
- Roll Shot
- General Ranged Accuracy +5
- Ranged Defense +5
Rifleman trees
Tree: Sniper
tier 4:
- 450,000xp
- Improved snipershot - more damage
- general ranged accuracy +20
- rifle accuracy +5
tier 3:
- 350,000xp
- Improved Head Shot
- recon armor rate of fire mitigation 40%
- tusken rifle cert
- general ranged accuracy +15
- rifle accuracy +5
tier 2:
- 250,000xp
- general ranged accuracy +5
- rifle accuracy +10
tier 1:
- 175,000xp
- Sniper Shot - sig damage from long range - slow setup
- general ranged accuracy +5
- rifle accuracy +5
Tier 4:
-
Improved Conceal Shot -
Jawa Rifle cert -
Ranged defense +15
tier 3:
-
ranged defense +10
tier 2:
- Conceal Shot - allows you to shoot while undercover with a low probablity of being discovered
- ranged defense +10
tier 1:
- cover up - radar concealment - can crawl but must be prone
- Ranged defense +10
Tree: Gunner
tier 4
-
Improved Knee-cap shot -
recon armor accuracy mitigation 40% -
rifle defense +5
tier 3
- Improved startle shot - more damage
tier 2
- Dizzy Recovery - if you have pool points cancel a dizzy state on you instantly
- recon armor accuracy mitigation 30%
-
rifle defense +5
tier 1
- e11 cert
- startle shot- posture up attack (yes this is useful as many rifleman specials can only be fired from prone now.)
Tree: Soldier
tier 4
-
150,000 cb xp -
Recon armor movement mitigation 20% -
stun recovery -
rifle speed +10
tier 3
- 120,000 cb xp
- Advanced aim - bigger accuracy boost
- laser rifle cert
- rifle speed +10
tier 2
- 85,000 cb xp
- Blind Recovery - same as dizzy
- rifle speed +10
tier 1
- 60,000 combat xp
- Improved aim - affects several shots
-
rifle speed +5
- Master 1,000,000XP!!!! required!
- General ranged accuracy +30
- general ranged speed +15
- melee defense +20
- ranged defense +20
- Advanced sniper shot
- advanced startle shot
- recon rate of fire mitigation 60%
- T-21 cert
NOVICE:
- Novice 125000 xp
- kneecapshot - crippling move
- headshot - shot that hits the head - has an accuracy penalty
- Recon armor accuracy mitigation 10%
- recon armo movement mitigation 10%
- recon armor rate of fire mitigation 30%
- spraystick cert
- melee defense +5
- ranged defense +10
- rifle accuracy +20
- rifle speed +10
XP is not split inany manner
- Every player gets their full amount of XP per kill based on the con.
- The only reason you will see higher level players getting more XP is because they are higher level and require more XP. Their higher amounts of XP has no impact on the amount of XP that any other player earns.
- Adding players to a group should never result in a decrease in the XP earned, unless that player changes the group level and thus the con of the targets attacked.
- At the very least grouping should earn you the group XP bonus (which increases per person in the group) but more realistically your total XP over time should increase as well due to being able to kill white cons (and even higher) faster than you could possibly kill them solo.
- con colors are reduced and simplified by using a single color to represent a range of level differences but all the calculations work on the actual level difference.
- The XP you get for killing a target two levels lower than you will always be the same for a given player leveland the XP you get for killing a target one level lower will also be the same, etc.
- As you level up you will get more experience per kill because of the increased difficulty and the increased experience requirements.
- For groups the level difference is calculated for the group, so a level 30 target for a level 32 group will also be two levels under, and that is applied to your level which means you will get the same XP for killing that level 30 target with a level 32 group as killing a target solo two levels under your player level.
- The big group XP gains come because of the groups ability to hunt higher level targets and to hunt them faster, not necessarily from each individual kill.
Weapon Certs and How They Work
- Weapon is certed to anyone with a combat level of at least X
- Weapon is certed to anyone witha combat level of at least X AND have achieved Skill Box N
- Weapon is certed to anyone with a combat level of at least X AND have achieved Skill Box N AND is of raceK.
1 CDEF Carbine
1 Corsec CDEF Carbine
1 Donkuwah Knife
1 Janta Knife
1 Stone Knife
1 Survival Knife
1 CDEF Pistol
1 Corsec CDEF Pistol
1 CDEF Rifle
1 Light Bowcaster
1 Wood Staff
1 C12 Fragmentation Grenade
6 Two-Handed Axe
6 Gamorrean Battleaxe
6 D18 Pistol
6 Gammorrean Battleaxe
6 DLT20 Rifle
6 DH17 Carbine
6 Janta Staff
6 Reinforced Combat Staff
6 Sword
7 DL 44 Pistol
7 DLT20a Rifle
7 DH17 Short Carbine
7 Metal Staff
10 Recon Bowcaster - Marksman Rifles IV - wookiees only
10 Two-Handed Cleaver
10 Vibroblade
10 Scout Blaster
10 Corsec Scout Blaster
10 E11 Carbine
10 Enhanced E11 Carbine
10 Lithitanium Carbine
10 SG82 Rifle
12 DL 44 Metal Pistol - Master Marksman
12 Two-handed Curved Sword
12 Grooved Two-Handed Sword
12 DX2 Pistol
14 Scatter Pistol - Novice Bounty Hunter
14 Massassi Knuckler - Novice Commando
14 Launcher Pistol - Novice Commando
14 Fragmentation Grenade - Novice Commando
14 Vibro Knuckler - Teras Kasi Novice
14 Gaderiffi Baton
14 Lance
14 Striker Pistol
14 Blaster Rifle
14 Lightning Rifle
14 Spaystick Novice Rifleman
14 Curved Sword
22 Cryoban Grenade - Explosives I
22 Heavy Acid Rifle - Heavy Acid Weapons I
22 Rocket Launcher - Heavy Incendiary Weapons I
22 Two-handed Kashyyk Sword
22 Kaminoan Lance
22 DH17 Pistol
22 Jawa Pistol
22 Nyax Sword
22 Rantok Sword
30 Zicx Bug Bomb - Explosives II
30 Glop Grenade - Explosives II
30 Heavy Particle Beam Cannon - Heavy Beam Weapons II
30 Light Lightning Cannon - Novice Bounty Hunter
30 Alliance Needler Carbine
30 Geonosian Carbine
30 Black Sun Executioner's Hack
30 Cryo Lance
30 Shock Lance
30 Nightsister Lance
30 Geonosian Sonic Blaster
30 Beam Rifle
30 Massassi Ink Rifle
30 Tangle Pistol
30 Junti Mace Sword
30 Marauder Sword
40 Imperial Detonator - Explosives III
40 Tenloss DXR6 Disrupter Rifle - Master Rifleman
40 Flare Pistol - Strategy III
40 Blasterfist
40 Bothan Bola Carbine
40 Power5 Pistol
40 Death Hammer Pistol
40 Electric Polearm
40 Long Vibro Axe
40 Berserker Rifle
40 Geonosian Drill
40 Laser Rifle
40 Tusken King's Rifle
40 Curved Nyax Sword
50 Czerka Dart Carbine - Bounty Carbine Specialization IV
50 Thermal Detonator - Explosives IV
50 Lightning Beam Cannon - Heavy Beam Weapons IV
50 Scythe Blade - Master Sword Finesse
50 Laser Carbine
50 Two-handed Sith Sword
50 Nym's Slugthrower
50 Flechette Pistol
50 Kashyyk Bladestick
50 LD1 Rifle
50 Massassi Sword
54 Proton Carbine - Master Bounty Hunter
54 E11 Carbine MarkII - Master Carbineer
54 Alliance Disruptor - Master Combat Medic
54 Plasma Flame Thrower - Master Commando
54 Stun Baton - Master Fencer
54 Massassi Lancer - Master Pikeman
54 Variation of DX2 Pistol - Master Pistoleer
54 Assault Bowcaster - Master Rifleman - wookiee only
54 Renegade Pistol - Master Smuggler
54 E5 Carbine - Master Squad leader
54 Intimidator Pistol - Master Squad leader
54 Razor Knuckler - Teras Kasi Master
54 Republic Blaster - Master Pistoleer
54 Vibro Lance
54 DL44 Metal
54 DE 10 Pistol
54 Proton Rifle
54 T21 Rifle - Master Rifleman
54 Acid Sword
see also: http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=80679
Message Edited by Ackehece on 05-30-2005 09:23 AM
25->50 speed -- 1.7s -> 1.5s (-25%, -.4%/speed)
50->75 speed -- 1.5s -> 1.35s (-32.5%, -.3%/speed)
75->100 speed -- 1.35s -> 1.25s (-37.5%, -.2%/speed)
100->125 speed -- 1.25s -> 1.2s (-40%, -.1%/speed)
y = weapon speed
x = player speed mod
y = {- 6.91935E-08x^3 + 3.71633E-05x^2 - 6.75155E-03x +1} *original weapon speed
Tatooine
Mos Eisely
3551, -4710 or
3426, -4917
Naboo
Keren
1274, 2687
Corellia
Tyrena
-5233 -2488
Rori
Narmle
-5215, -2373
Talus
Dearic
587, -2870
Yavin 4
None listed
Lok
None listed
Dathomir
None listed
Dantooine
None listed
many trainers can be found in player cities (these vary galaxy to galaxy)
Armor
-
all types of armor with in a class (battle, recon, assault) can have the same stats. -
Battle armor is balanced protection -
Recon is Strong Energy/Weak Kinetic protection -
Assualt is Strong Kinetic/Weak Energy protection -
No one armor is inherently "better" than another, although each of the three types may prove better in certain combat situations than others. Because of the way the new armor crafting system works, there is no inherent difference between the different appearances for each armor type. Different appearances made from the same cores will only differ in overall condition depending on the materials used for the final assembly. -
at novice you can wear basic armor of a type you are cert'd for with no hinderances -
at about 60-75% through a profession you should be able to wear standard armor without hinderances -
at master you can wear advanced armor without hinderances.
The following is taken from a post in the armorsmith forums:
Bonus: +1000 Kinetic
Appearances: Chitin, Composite, Ithorian Sentinel, Kashyyykian Hunting, Factional
Professions: BioEngineer*, Pistoleer, Rifleman, Smuggler
Message Edited by Ackehece on 07-27-200511:59 PM
Message Edited by Ackehece on 07-27-2005 11:59 PM
The following is courtesy of KyridIce of Naritus
The combat queue has been eliminated and now all combat actions are controlled by the queue. Yes the icons are ugly, but you end up getting used to them. When you use one of your attacks, you will see your toolbar icons get grayed out in a sort of a visual cooldown timer effect. The timer on each toolbar icon represents the time until you can next perform that action.
You now have one main "hit point" pool, and 2 other pools that get drained as you perform actions. Your health bar starts at 1000 for a level 1 character, and grows up to 3000 for a higher level character (not sure on what level is needed to reach this). Obviously, damage from opponents will drain this pool and when it gets to zero you're incapacitated.
To explain this, I will use a level 10 character for my examples. That would correspond to something like Marksman 4402, or something fairly low level like that.
4. Gaining XP and Grouping
If you get in a group, the group's level is determined by the highest level member in the group. Lets say you are level 10 and get in a level 20 group for example. Now, those level 10 nunas you were killing before will only give you 1 xp per kill, because the group level is much higher than the nuna's level, even though you are still personally the same level as the nuna. Does this make sense? Did you magically get stronger, just by grouping up? The answer is yes, you sure did, the nuna that was doing 50 damage per hit to you before will now only hit for about 10 per hit. So, just by grouping up, you get better defense due to the damage multiplier effect...in fact, you'd probably be able to go tank a level 20 shaupaut just as effectively as you were tanking the level 10 nunas before you grouped up.
So what do you kill to earn xp now? I'll examine a couple of options:
**Note that you get full xp per kill even if you only hit the creature once.**
a) You - lvl 10, Group - lvl 20, opponent - lvl 10, no help from group members. Here you are basically trying to mimic a solo group. You can kill the opponent fairly fast, but you only get 1xp per kill.
b) You - lvl 10, Ungrouped, opponent - lvl 10. Here you are soloing creatures of your level for xp. Each fight might take a while, and you must be careful to only fight one opponent at a time. XP is a nice 500 weapons, 50 combat.
c) You - lvl 10, Group - lvl 10, opponent - lvl 10, you are the strongest in the group and are fighting as a group. Each fight goes faster due to more attackers and you still get the 500 xp. Hence your xp gain rate has improved.
c) You - lvl 10, Group - lvl 20, opponent - lvl 20, no help from group members. You will probably not be able to damage the creature fast enough to counteract its health regeneration. If you DO get the kill, you will get about 550 weapons, 55 combat xp. Not noticeably different than when you were soloing lvl 10 creatures.
d) You - lvl 10, Group - lvl 20, opponent - lvl 20, fighting as a group. The kills come in faster now and you still get your 550 xp per kill.
e) You - lvl 10, Group - lvl 20, opponent - lvl 22, fighting as a group. You should be able to kill stuff a few levels higher than the group level (depending on the size of the group) at a fairly quick pace. If you're in a big group, these won't take much longer to kill than the opponents in the previous example. You get, lets say, 625 weapons xp and 62 combat xp per kill.
I believe that for big groups, option (e) is best, and for smaller groups, you'll need to stick with option (d). This is purely an observation on what feels like the optimal xp over time rate. A closer look at the numbers might prove otherwise.
Now, I quoted a ton of xp numbers there, where did they come from? Well, they aren't actual numbers taken from the game, instead they are numbers I made up on what I believe are the three influencing factors on xp payout. (Here's where things stray from the realm of statistics... Sorry, If I had numbers to back my theories up, I would be able to present the following with more conviction. As it stands, I could very well be wrong.)
Three things that determine xp payout:
- your level
- difference between group level and opponent's level
- opponent's level
Your level determines the cap of xp you can get per kill. The higher your personal level, the more xp you get when you fight white cons, whether solo or as part of a group.
The difference between your group's level and the opponent's level will scale the amount of xp you get per kill, using your personal cap as a reference point. You get more xp for fighting opponents above your group level, and fewer for fighting below your level. When fighting above your level, the difference isn't that huge, maybe 5-10% more xp per level difference. But, fighting below your level, the difference is unfortunately much more noticeable, bottoming out at 1xp per kill when you start fighting stuff a few (5 or so) levels weaker than you.
Finally, I may be mistaken, but I believe that the opponents level has a slight influence on the xp payout. I am pretty sure that if you are level 10, in a level 20 group, fighting level 20 opponents, you get less xp than if you were level 10 in a level 30 group fighting level 30 opponents. The effect this has on xp payout is, I think, quite small.
How does Medical xp fit into all of this? Medical xp has now been tied completely into the combat system (no more leveling medic afk using tumblers). You get your xp after each kill, in the same way as you would get weapons/combat xp. Like with weapons xp, you get the full xp per kill even if you only heal an attacker once during the fight. The amount of medical xp you would get in this case is the same amount of weapons xp you would have gotten if you were fighting instead of healing. If you do both fighting and healing, your xp cap will be divided among both weapons xp and medical xp, depending on which was used more. For example, if your cap was 1000 xp per kill, and during the course of the battle, you fought as much as you healed, you'd get 500 medical xp, 500 weapons xp, and 50 combat xp. If you only heal, you get full medical xp, if you only fight, you get full weapons/combat xp.
I had no knowledge of this one:
Ackehece wrote:
Auto Assist in Combat:
- Target a group member who is currently engaged in combat
- fire a special - it will hit your targeted group members target
Seems like that could be one of the loading screen information bits, as I can see that being very useful. Thanks for the heads-up!
LecheHombre wrote:
Great and very thorough list Acke!
I had no knowledge of this one:
Ackehece wrote:
Auto Assist in Combat:
- Target a group member who is currently engaged in combat
- fire a special - it will hit your targeted group members target
Seems like that could be one of the loading screen information bits, as I can see that being very useful. Thanks for the heads-up!
lol - I know it is the tuesday tip for next week ^_- (Tuesday 10 May 2005)
- Hides rifleman from opponentby turning invisible
- makes rifleman translucent on own screen
- removes from radar and map
- Assassin tier 1
- prone
- can crawl while under cover
- has a long warm up timer
- can still be targeted using /target name (bug?)
I know NPCs cant see you but if I understand correct players cant see you aswel?
you also say that you should see your character translucent, but I dont see that happen?
This problem is fixed ^_^ move along
Message Edited by Ackehece on 08-10-2005 05:45 PM
Dommel wrote:
I gave it a try but I still dont see it happen. I see the warmup and dont get any errors and also see the small icon under my HAM bar and even my white dot on radar is gone but I dont see my self change in a ghost or anything.. :S maybe its a graphic option?