Rifleman Archive
Thread: Changes that effect us as riflemen on TestCenter.
http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=32462
Looks like we get a good boost out of this, Increae in accuracu, aim? melee defence, ranged defence, blockiung and ragned defence mods..... good and bad news?
don't overlook the changes to mob assist BAF and a fix that shout reduce mob warping. Overall a good patch for riflemen
Vopn wrote:don't overlook the changes to mob assist BAF and a fix that shout reduce mob warping. Overall a good patch for riflemen
Anything that reduces mobs warping on top of me (or me warping AWAY from mobs when I go prone) is a good patch, even if there's a long way to go before rifleman is even close to fixed. But maybe those accuracy mods will help.
Social creatures will not respond to attacks on their friends which they see, but which their friends do not respond to. For an example of the bug: If you throw a trap and it fails to effect the target, the target will not attack you but all of its friends WILL. For another example: If you /taunt a creature and it is out of range of the taunt, it will not attack you but all of its friends will. With this change the social friends should only respond to the attack if it really does push the defender (their friend) into combat-mode.
Removed "double movement speed" for creatures in Frenzy mode: this will reduce many instances of creature warping.
Of course the accuracy modifiers and such are extremely important, but I think that the first change avove is highly significant. This means that we should be able to use Concealshot to take down social MOBs again, significant since so many more creatures are now social. But even without the concealshot aspect, you can usually get offtwo or three shots if you are prone before the target autoresponds. This will mean for other styles of combat you can get off a couple of bleeds and possibly another normal shot without alerting the entire herd. Right now, like concealshot, the bleeds will not get the target's attention, but all its friends will notice and attack immediately. Overall, a highly significiant change if it works as advertised.
/agree that anything that reduces MOB warping is a good thing, but I highly doubt this will affect the issue of us teleporting to a different location. The two are not related. The only instances of us teleporting that I am aware of is the go prone & warp issue. This, as I have indicated elsewhere, seems teleport us back to where we acquired the target for some reason, and it happens whether we are in combat or not. I beileve the issue that they are talking about here only affects creatures that have entered a certain mode, which I assume is the result of combat. So I would not expect to see any reduction in occurrences of us warping.
But as I have said elsewhere, you can avoid the warp by dropping your target lock before for going prone. You can then go prone and reacquire your target and you will not warp. Others have said that they notice that if you wait a few seconds before going prone, you will not warp either. I have found the former to be more certain.
GalacticDarkMaster wrote:
http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=32462
Looks like we get a good boost out of this, Increae in accuracu, aim? melee defence, ranged defence, blockiung and ragned defence mods..... good and bad news?
/agree
good things
- Decreased frequency of NPC targetted shots vs. mind, focus and willpower.
- Social creatures will not respond to attacks on their friends which they see, but which their friends do not respond to.
- Removed "double movement speed" for creatures in Frenzy mode: this will reduce many instances of creature warping.
- NPCs and creatures will not Immediately resume standing when knocked down. If dizzy, they may fall down again when they do try to stand. This is awesome. I completed Part 2 by hitting the stormtroopers with Dizzy and then causing them to change standing position. They fell on their backs and my grand wrix ate them.

- Rifleman improvements; Increased rifle accuracy, rifle Aim, melee defence, ranged defence, blocking modifiers and ranged defense modifiers
not-so-good things?
- Reworked the dot mechanics so that dots no longer incapacitate the target. If a given dot pulse would reduce the target to less than one, the pool is instead taken down to 1. Because of this change, the dot grace period for being incapacitated has been removed. Not to look a gift-bandtha in the mouth or anything, but in a really /evil way I really enjoy watching a powerful mob or NPC die after they've slain me because I mind bled them early on in the fight.
overall, looking real good.
I didn't mean to imply that I thought the reduction of creature warping due to their double speed while "frenzied" would at all affect us warping. I just thought I'd mention that issue as well since (in appearance anyway) they're similar and I wish they'd both get fixed, because it's simple things like that that take the fun out of this profession. Anyway, thanks for the tips on avoiding that kind of warping, I'll be sure to try that out.
When that BAF thing hit's live I'm dropping my CH skills!
Ohh Ohhh maybe I'll be a ranger, or a Combat medic, or a Doctor, or a Chef cool.
i usually go prone at 65 meters then crawl for just a very short bit half a second just enought o animate the crawl on my screen is enough to prevent warping. havent warped in a month doing this.