Rifleman Archive
Thread: -=Rifleman Bugs and Issues=- Aug 8
Rifleman Bugs
General Game Bugs that directly affect rifleman
- Mob warping (when rooted/snared)
- ryatt trail LOS issues
- mobs shooting through walls and ignoring LOS
- autotarget
- vehicles breaking cover
Rifleman Issues:
- BioE clothes not giving bonuses or gives out of date bonuses
- aim does not work under cover
- snipershot does not work undercover
- kneecap shot is more useless then ever due to the stacking of snares being removed.
- Rifleman as tanks due to Hate system
- headshot is less effective then legshot or advanced criticaland after much testing... ranged shot!
- timers to long on snipershot
- Cover broken by vehicles of group members
- autotarget sometimes still works vs covered players
- turrets still target undercover players
- turrets can be attacked with total immunity by long range borg rifleman (bad or good?)
- obsolete SEA's still floating around (the following likely do nothing now or still)
- rifleman crawl
- cover
- taking cover
- rifleman crawl
Please if you find a bugdo a /bug in game then post it here
- general description of the bug
- character template:
- Weapon used:
- skill used:
- planet/location
feel free to discuss issues and bugs in this thread
Message Edited by Showdown_UK on 08-09-2005 11:39 AM
This link has a combat log of one example of why I think this is what is happening. It’s me shooting a meatlump class NPC. What happens is I stand next to it and hit it, then its corpse shots me once even though I killed it with the first shot.
You also see this when you initiate an attack with a knock down which succeeds, yet the npc still gets an attack in before it’s knocked down.
This would explain root and snare issues where you open with a root or snare and the AI decides it needs to be at so and so position by so and so time. Then the root or snare is applied but it still acts on its first instructions. In the case of the root I think something else might also be happening where some sort of “anti stuck on something” code gets triggered when it reaches the point in time where its supposed be where you were on the initial attack but the root subsequently held it in place. So it thinks it got stuck on something and warps the mob.
All speculation but might be worth passing on.
Mob warping while most apparent and worst when rooted and/or snared also happens when they are not rooted or snared. Mobs just warp...and warp all over the place.
Also occasionally I run into a problem with a single random agressive spawn...like the other day I was hunting Bols with a new character on a different server...no red dots on the radar set at 128m when in the middle of a fight a single voritor spawns right next to me. I run, get incapped, get up, heal, and the voritor despawns. Have had this happen with Kryats too while watching a group battle a krayt from a safe distance one spawned next to me, killed me, then despawned as I used my Hero ring to resurect myself.
umm well aim/sniper shot are supposed to break cover if you read cover it says
"A technique to hide you from the enemies radar but almost any "normal" techniques will break the cover"
StarPilot3000 wrote:
umm well aim/sniper shot are supposed to break cover if you read cover it says
"A technique to hide you from the enemies radar but almost any "normal" techniques will break the cover"
more of an issue - rifleman feel that those actions should be allowed under cover.
I have made a....weird....discovery concerning teleporting snared/rooted targets and other teleporting problems.
While hunting BH marks, a number of them would end up in water. Using concealed shot from 75 to 80 meters (I have both arms), my target would often teleport right on top of me (melee range) after the 4th shot.
It was as if the game was saying "shooter using concealed shot only gets 4 shots before being uncovered, so if the target has been hit with 4 shots it must be breaking conceal and to do that the target should be within x meters...its not, so lets put it there."
I get similar results with a snared target in water. Water already slows movement, and adding a snare seems to cause a bit of confusion to the game resulting in the snared target in water teleporting. I seem to also get similar results from snared targets going up hill.
I haven't experimented enough with this to say this for certain, but the big problem seems to be in the fact that multiple restrictions to movement are not being recognized by some part of the game, and the MOBs are being placed where the game seems to think they belong regardless of qualifiers such as movement restrictions and penalties.
Does anyone else see this happening?
I seem to be having a lot of "Invalid Target" messages popping up, I think I am still hitting the mob but they pop up nonetheless.
Noticed recently a lot more LOS issues. Before obviously if the mob runs through a ditch I can't see them, but when hunting on Talus lately the very small bumps in the terrain seem to have the same effect, "Can't see Target"
Missing Target. There was another thread about this earlier. My Accuracy is 325 unmodded I think it is almost 350 with my AA and CA's. Not sure your accuracy can get much higher than that, but I seem to miss an awful lot at all ranges, 80m and in, doesn't seem to change if they are close or far basically about the same percentage miss.
As stated earlier kneecap shot sucks, took it off my bar yesterday
Not a bug, but T-21 is useless in the Rifleman Master box, I think the only reason people use this is to be different, as a master rifleman we should have a signature gun which has better stats than the ALR which everyone can use.
Omaplata
Ackehece wrote:
StarPilot3000 wrote:
umm well aim/sniper shot are supposed to break cover if you read cover it says
"A technique to hide you from the enemies radar but almost any "normal" techniques will break the cover"
more of an issue - rifleman feel that those actions should be allowed under cover.
Aim yes, not so sure about sniper. If sniper worked under cover would anyone bother with conceal shot? Considering the amount of damage that sniper shot deals out, it could be a little unbalancing too.