Rifleman Archive
Thread: Anyone else seen this ????????
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NithSano
Tue May 10, 2005 9:56 am
#1
I am standing there warming up, shooting, cooling down, doing it over and something strange happens. Neither my toon or the agressor are able to fire. I have a queued Head Shot but it will not initiate. I click another selection and at that moment the target gets off a shot series. (The clock things were slowly going around.) I have another yellow box but no shot. This goes on till I am Incap. Something else that is strange. Out of nowhere two Melee type MOBs meterilize and incap me... They are same level but two against one is very bad since cu. I ended up with 4 bug reports, slain twice, Shot the flag just to get the wall down then chased the remaining target around with an axe and beat it to death! Not fun but it releaved the tension. Are missions that borked or what? 
Also, another set of bug reports. You and your target are alternately shooting at each other, infact you and him are waiting for each other to complete shots! It appears that there is only one combat engine for each combat session. it alternates back and forth between you and the mob.If my cool downtime slot ends then I should fire my next queued attack, not wait for the MOB to finish hiS for gods sake!!! It makes the combat process so borringly SLOW not fun. It's very un realistic to say the least. The old combat engine could handle things so much better... . The new one is really a step backwards!!!!!
Also, another set of bug reports. You and your target are alternately shooting at each other, infact you and him are waiting for each other to complete shots! It appears that there is only one combat engine for each combat session. it alternates back and forth between you and the mob.If my cool downtime slot ends then I should fire my next queued attack, not wait for the MOB to finish hiS for gods sake!!! It makes the combat process so borringly SLOW not fun. It's very un realistic to say the least. The old combat engine could handle things so much better... . The new one is really a step backwards!!!!!
Ikewe
Tue May 10, 2005 10:12 am
#2
I've not noticed anything like that at all on any of my missions. The only thing even remotely similar is if I get attacked while dancing. The system can't recognize whether I am dancing or not so I have to run a few steps tohelp clear it's confusion. But my shots are definitely not waiting for the target to fire. Could you have just been experiencing lag that made it seem that was happening?
Mythor
Tue May 10, 2005 10:14 am
#3
The insta-warping seems to be happening in two sets of circumstances for me.
The first is when I use Pistoleer's "Stopping Shot" whilst prone so I can snipe at them while they're pinned. After the root wears off, the target is occasionally warping straight to me. And, more annoyingly, often any of his buddies who happen to be quite close will do the same thing.
The other one I've noticed is in caves where you can shoot across a gap to hit opponents, but they're melee and thus try and run "over" the gap. After a few seconds, they instantly warp right in on top of you.
Both of these are really quite painful in the Force Crystal Hunters cavern on Dantooine, with 57-61 level mobs, as many as 10 at a time.
Only reason I haven't died is thanks to a good rifle and alternating Spray Shot with Fan Shot. A pure Rifleman in such a situation would be in a great deal of danger.
Have seen the glitchy buttons from time to time, usually as a result of lag and usually it's only a display glitch - Adv. Crit. Shot will display as being ready, when it's not, or not ready when it is. Headshot will show the regen timer occasionally after firing Crit. Shot, though the icon for Crit Shot itself doesn't cycle.
Haven't observed any kind of "rounds" like you're describing with waiting for the opponent to fire.
micahtang
Wed May 11, 2005 4:44 am
#4
have had this many times, mostly on the ryatt trail. also on the trail, u will occasionally not be able to fire on a mob, getting the cant see target. funny thing is that this happens in wide open spaces, rooms 64m+ and u are running all around the guy and through him. as to this post i get this when using several head shots in a row, and usually only break it by ctrl+k attacks or cycle thru my slotted spc attacks. and the instant warping really is tiresome
NithSano
Wed May 11, 2005 5:32 am
#5
After the replys above I went out last night to get data that was more of content than reaction. I checked my system and it was running ok, with no problems, I did a defrag to ensure there was no lag time added on its part.
Made sure I had the latest vid driver set.
I selected missions on Naboo/Shadowfire Server that would contain more than 2 attackers. The two attacker lvl missions do not have the warping problem but do have the " I click, clocks cycle up nothing, no clunk, then I wait... Taking shots from the target.
I was very carful to be patient and let the queue, such as it is work. Still had the problem of either no action on my toons part when an attack was queued or an action was done appearently as the health of the mob dropped but I got no visiual.
One interesting trend was noticed, prone should only be used for conceal shots and sniper. other shot types will do a mixed result. May or may not fire. Was about 30% not firing to 70% working as designed.
On the more complex missions where several static objects are present in scene along with usually 3 MoBS the issues increase. That combat engine will warp mobs to you, not only from the mission at hand, but from any overlaping missions in the area. ( WHere MOBS from two or more missions develop very close to each other ie. draw a circle based on the center of your mission out the 10 M past the farthest MOB of your mission. Then do that mentally to other missions around you. If the circles overlap then you can have other MoBS warp to you. This issue was seen more if you are prone.
The issue of you build two attacks in a queue and then wait with no results was seen more with these missions then the simple flag and two attackes.
Has anyone noticed that once the attackers are gone the flag and your warm up and cool downs work 2 to 3 times as fast?
Another thing, the warm up and cool down clocks do not run at a set number of seconds. Many times they are their normal speed then they will be faster than usual then may go so slow you wonder if you are hung up or not.
( Yes, I have had my network frame rate tool checking for variations in my communication speed along with FPS. Not much flucuation on either, the cool and warm ups are not related to network activity as far as I can see.)
To sum up- I took the advice of the comments in this thread along with other threads and found that there are issues wiht both the small and large mission combat engines. In most cases I am sure the user ( players ) are not the cause.
I'll send this in via the usual method as an observation.
Made sure I had the latest vid driver set.
I selected missions on Naboo/Shadowfire Server that would contain more than 2 attackers. The two attacker lvl missions do not have the warping problem but do have the " I click, clocks cycle up nothing, no clunk, then I wait... Taking shots from the target.
I was very carful to be patient and let the queue, such as it is work. Still had the problem of either no action on my toons part when an attack was queued or an action was done appearently as the health of the mob dropped but I got no visiual.
One interesting trend was noticed, prone should only be used for conceal shots and sniper. other shot types will do a mixed result. May or may not fire. Was about 30% not firing to 70% working as designed.
On the more complex missions where several static objects are present in scene along with usually 3 MoBS the issues increase. That combat engine will warp mobs to you, not only from the mission at hand, but from any overlaping missions in the area. ( WHere MOBS from two or more missions develop very close to each other ie. draw a circle based on the center of your mission out the 10 M past the farthest MOB of your mission. Then do that mentally to other missions around you. If the circles overlap then you can have other MoBS warp to you. This issue was seen more if you are prone.
The issue of you build two attacks in a queue and then wait with no results was seen more with these missions then the simple flag and two attackes.
Has anyone noticed that once the attackers are gone the flag and your warm up and cool downs work 2 to 3 times as fast?
Another thing, the warm up and cool down clocks do not run at a set number of seconds. Many times they are their normal speed then they will be faster than usual then may go so slow you wonder if you are hung up or not.
( Yes, I have had my network frame rate tool checking for variations in my communication speed along with FPS. Not much flucuation on either, the cool and warm ups are not related to network activity as far as I can see.)
To sum up- I took the advice of the comments in this thread along with other threads and found that there are issues wiht both the small and large mission combat engines. In most cases I am sure the user ( players ) are not the cause.
I'll send this in via the usual method as an observation.
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