Rifleman Archive

Thread: Every single bug/addition

AldeonAvardulin
Mon Sep 22, 2003 5:39 pm
#1

I want you to make a list of every single bug you know for the rifleman and explain to me how it works. Also, I want you to list everything you think should be changed and give a good explanation.


Number it make it nice and neat and easy for me to read, as I will make one huge list, and then we will vote on them. Vote on additions that is, anything that is a bug will go in. Im thinking 75 percent to go in to the list, or maybe 60. It may be hard, so I want you to attempt to convince everyone here.


PLEASE ONLY POST ONCE, DO NOT CRITIQUE ANYONES POST WAIT FOR THE VOTE. MAKE SURE YOU READ THE ENTIRE THREAD SO YOU DONT DOUBLE POST A TOPIC. IF SOMEONES IS DIFFERENT THEN YOUR IDEA GO AHEAD AND POST IT.


So an example would be -


1.) 2.5x mele damage should be changed


It should be changed by either reducing it, or making it so it works positionally.


2.) When comnig up from cover I end up going in perma walk mode.


<this is how it happens>(I still dont know how it happens, tried it tons of times.)


3.) Block doesnt work


ect




----------------------------------------------------------------------------------
Like you Only better
Aldeon/Chadn radiant
PsychoticChipmunk
Mon Sep 22, 2003 5:55 pm
#2

4) 2 of our special damage guns (spraystick and tusken) are now energy instead of acid and kinetic appropriately.



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Debrad
Mon Sep 22, 2003 6:05 pm
#3

5) Warping While Prone:


I notice that when I run to a target and then go prone I will often Warp either towards or away. It appears to be along the that that I have taken many times. While I consider this a serious bug I have found that I I stand still for several seconds before going prone this reduces the likelyhood of "Warping"




Debrad Shehester
SNCO Public Relations
Soga Mijizi

Master Rifleman, Master Ranger

"The only thing I feel for you is the recoil" - Debrad Shehester
Shadouki
Mon Sep 22, 2003 6:18 pm
#4

1.) Our master rifleman special, Strafe Shot 2, should be changed to a more powerful single target attack


As a rifleman I always thought we were the guys who stayed back and picked out targets, but nowwhen I rush in to PvP I find my self running around spamming an AoE. I believe this is detremental to the whole "vision" of the rifleman class.


2.) HAM Cost / Miss rate on Sniper Shot seems a bit high


3.) Taking Cover too slow and tumbling impedes the use of specials


I think to make this used more often it should significantly increase our defensive bonus. Also, the tumbling penalty be removed, and no penalty to delay. Also success rate increased. I think this would make the Devs happy, as they've commented they want to focus on the "anti-sniper" usage of the class. Because honestly... How many of you have ever actually used strafe shot for the purpose of removing someone from a concealed status.


4.) Accuracy accuracy accuracy...


Instead of placing a cap on other profession specials, which really would make us too strong, just fix the accuracy modifiers for christ sake. Make pistols able to use specials at long range, just make them horribly innacurate, like how rifles are at close range. I think this is the key issue here, if the devs got their **edit** together and fixed the way accuracy works everyone would be a whole lot happier.


First Master Rifleman on Radiant - Okasu




_____________________________________________

Pistoleer / Merchant - Mmm... holocron flavors of the week!
~Okasu
BeamerXL
Mon Sep 22, 2003 6:38 pm
#5

i know you already listed this, but you said you didn't know how to reproduce it, so i copied this from one of my other threads. this bug bothers me a lot. are you a ranger? i think it only happens to ranger/rifleman.


The Ranger/Rifleman Cover Bug


Please address this, as it is very crippling to those who wish to be stealth hunters. As far as I know it only affects those who have both Ranger and Rifleman Professions. Steps to reproduce the bug:


1. Go prone.


2. Take cover.


3. Attack something.


4. Stand up.


You can no longer run! You are slowed to a permanent crawl speed although it looks like you are walking. If you holdSHIFT to toggle, it makes you walk even slower. Some people have found workarounds involving methods from repeating the process to undo it, to mashing the stand/prone keys. The only way I can seem to be able to get out of it is to relog. Do you realize how annoying it is to relog every time you kill something? Instead, I have stopped using cover altogether.


I have /bugged this issue thrice since release, and I have also filed a CSR ticket only to see it get deleted without response.




______________________________
Eilsc Nrogara
Novice Ranger, Novice Rifleman
Starsider
UltimateSithKnight
Mon Sep 22, 2003 6:52 pm
#6

AoE Attacks


Work only AFTER combat has been initiated




-Dessanius Sigil- 'The Bounty Hunter'
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ForceMonger10
Mon Sep 22, 2003 6:53 pm
#7

This is sort of an all weapon thing i think, but after switching to any gun than the original one i fired with, or switching targets before the first is dead, the character stops for every shot allowing any mob, even snorbals, to close quickly
Darsyk
Mon Sep 22, 2003 6:57 pm
#8

"AoE Attacks


Work only AFTER combat has been initiated"


Ill second that one. AOEs should hit everything not just enemies taht are already in attack mode.


TekDragon
Mon Sep 22, 2003 6:57 pm
#9

1. BH's spending 3 days getting a skill that makes my mind DPS look like **edit** even after i've been grinding for weeks.



TekDragon DeSol
Duke Of House Atreides
Gothykgypsy
Mon Sep 22, 2003 7:30 pm
#10

1. Return the T-21 to previous stats. There was nothing wrong with it the way it was especially now when held up and compared tothe bountyhunter's light lightning cannon and commando arsenal.


2. Reduce the ham bar cost on special attacks. Why should a rifleman take nearly the same amount of mind damage as that which he is inflicting makes no sense whatsoever.


3. Get rid of the melee defense penalty entirely when standing. The first thing I learned in boot camp was how to use my weapon in hand to hand combat in case the enemy got close and to use a bayonet.


4. Extend our range over other weapons. Pistols and carbines should not be able to hit within the same range as rifles and in reality they simply do not.


5. Cover is broken and does not work correctly. The rest of the mob or group of NPCs should not be able to locate and attack you every single time you take cover and then fire the first shot. In PvP you should not show up on enemy radar or on their screen until they are within 20-25 meters.


6. Fix the warping issue when going prone, taking cover, taking aim, then firing. For crying out loud this should have been easily identified and fixed by now. Any dev that would play our class for a single day should be able to easily spot this.


7. GIve us new rifles. How about a lightning based rifle, a fire based rifle, and an acid based rifle ? How about adding an advanced wookiee bowcaster ? How about adding variations to armor penetrating abilies to these new weapons, adding grenade launcher attachments, and flare attachments,laser scopes, silencers that really work, night scopes, etc ?


Issik
Mon Sep 22, 2003 9:05 pm
#11

1) Conceal shot: Target, who's got a hole in him now, can't find us, yet his friends can? Please, should not attract BAF mobs.


2) Surprise shot: Works for carbines, but in rifle tree????


3) Stutter Step: We stop to take a shot while running sometimes. A LARGE problem given the 2.5x damage.


4) AP not working on un-armored targets: Not completly a Rifleman issue, but we have the most AP weapons....


5) Damage Vs Ham costs of HS3: self-explanatory.


6) Lack of resources for T-21's on many servers / Sorry state of the T-21: Bria STILL has no T-21's and if they did, lasers are better anyways. A damage increase, nothing MAJOR, and lower HAM costs would be excellent.


I thinks that should do. I'm sure there's more...


Khyras, On Bria.
Doctor/ Rifleman
"Wipe them out. ALL of them" -Devs to Riflemen




Khyras
CANCELLED. Last day Dec 5th.
Retired Bounty Hunting Hawtness

"Don't think, just shut-up and listen" -Wookash

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Hafoc
Mon Sep 22, 2003 11:17 pm
#12

When accidently engaging combat with an enemy out of range, even though you don't take a shot at them, BAF members of the group will attack you. ( Really just a general problem but I think this is linked to the concealed shot bug. )



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SinTe'Hafoc - NoviceRanger/ApprenticeSharpshooter - Lowca
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Sha_Ja
Tue Sep 23, 2003 1:24 am
#13

1.) Max range should be increesed to 100
We are rifleman correct? we earn the title of sniper, we should BE snipers, not people with big carbines

2.) Ham costs of t-21
'Nuff said

3.) Special cost reduced and damage mods that make sense
(these are from what i heard, please correct me if i'm wrong) 1.2 damage mod headshot, 1.8 damage mod headshot 2, 2.0 damage mod on headshot 3, with higher ham cost then headshot 2!?!

4.) t-21 damage.
They took it down due to one shots, Yet laser rifle can excel past t-21 pre-nerf in damage and speed. THEN introduce commando weapons which make the pre-nerf t-21 laughable in damage. More damage, Faster speed.

5.) Cover should do more
The disappearing from the radar is a very good idea, it keeps true to the real rifleman, being able to dig in and wait people out to snipe them when they do not notice.


This is my list of things that should be mentioned aside from the x2.5 melee damage mod.



Sha'Ja
Master Lamer - Idiot 4/0/0/4 - Novice Smart A##

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