Rifleman Archive

Thread: how did we fare pub 7?

kungfuemo
Tue Mar 16, 2004 12:18 pm
#1

i'm at work so don't know how we made it thru pub 7.... do we suck now? please, the anticipation is killin me!!!



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Capt. Aemon Goku'intor
2nd Batallion/ 17th Brigade
Resistance Specialized Strike Team (ReSiST)
Guild: Remco
M.O.S.: 11b/12b
Task Assignments: Anti-Personell/Demolitions
OneHung
Tue Mar 16, 2004 2:45 pm
#2

Just got off the game and farmed the imp outpost. Took out about 7 overt imperials (not at once). But got incapped by at combat medic, grrr the combat medics!



RETIRED
Sotaudi
Tue Mar 16, 2004 3:46 pm
#3

1. # Added a cap to defensive skill mods (block, dodge & counterattack) to prevent near invulnerable defenders. (Correspondent Issue)


2. # Fixed inverted ToHit modifiers. (Melees now get correct ToHit bonus when attacked targets with ranged weapons, Food Accuracy & Dodge Buffs now work correctly, Dead Eye buff now works correctly)


3. # Made droids, vehicles and turrets immune to dizzy, blind and stun.


4. # Fixed targeted pool bleeds to do their initial damage to the correct pool instead of random.
# DoT stacking from combat specials has been changed so that each player attacking a target can only have one fire dot, one health bleed, one action bleed and one mind bleed.








Some good news, some bad.


1. Defense stacking has been capped, meaning a Pistoleer/Fencer will no longer dodge every shot you make even when you areprone and at your weapon's optimum range (had that happen).


2. Melee will now hit us more when we have a ranged weapon equipped. This was a trade off for the 2.5x melee modifier, but they screwed it up and made us harder to hit. So this is a justified fix, not a nerf.


3. Inanimate objects are no longer affected by status changes, including Stun, Dizzy, delays, and Knockdowns. This is a nerf, but I cannot say it is not justified. Strafe2 is only supposed to delay something if it is under cover, that only applies to riflemen. Plus, it affects all classes equally. Plus none of the other effects make sense with regard to inanimate objects. The ony exception is the KD. I seem to recall a lot of ATSTs and even a few ATATs being KDed. But not from the types of attacks players can do, so even then, it is reasonable.


4. It looks like they have fixed bleeds to work they way they said they would in the last publish. And they fixed the fact that bleeds were hitting random pool for the initial damage. So now bleeds will cause initial damage to the targeted pool, and you will no longer be able to stack bleeds. This latter was supposed to have gone in effect the last patch, but people were stating that Mindshot1 and Mindshot2 would still stack. Apparently, this should no longer be the case. However, since the nerfed bleed damage so badly in the last patch, this his pretty much a moot point as it was barely worth using a bleed even if you could stack them that way.



So in all, we fared pretty well, at least no worse than any other profession. No real nerfs, just fixes to things they had already changed and were not working as stated, or correcting things that should not work the way they did. However, defense stacking has been capped, so that is a good thing.




Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



Andrewng
Wed Mar 17, 2004 1:20 am
#4

FYI : I am master TK and 4 2 3 4 in rifle, before the patch I can solo anything by powerboost with 71% kinetic. I hardly get hit by low level creatures like 70% chances they miss me. Today with the same routine, I have hard time to finish choku lair in yavin4. Now I miss them more they miss me ( I got hit like 80% ).



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LiakyK
Wed Mar 17, 2004 1:25 am
#5

We can use delay in strafe2 anymore on Turrents and such.



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
Fred_Skinner
Wed Mar 17, 2004 1:25 am
#6

From what I understand, we can no longer make a turret dizzy.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


PyscoJuggalo
Wed Mar 17, 2004 1:25 am
#7






Andrewng wrote:
FYI : I am master TK and 4 2 3 4 in rifle, before the patch I can solo anything by powerboost with 71% kinetic. I hardly get hit by low level creatures like 70% chances they miss me. Today with the same routine, I have hard time to finish choku lair in yavin4. Now I miss them more they miss me ( I got hit like 80% ).





Is this due to stacking or do you think it's due to having a rifle equiped verse a meleer?



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
KhazMoDaan
Wed Mar 17, 2004 1:59 am
#8

i have read that melee and ranged defence is dependant on the weapon your holding (ie not stacking)..while defence versus state effects as well as dodge/ca/block will stack up to 125


i dunno though and it doesnt matter much to me i am just a rifleman and dumped my stacked deffenses a week ago
Staveeno
Wed Mar 17, 2004 11:23 am
#9


I thought the Strafe2 delay was neat until I read further, When was the last time you shot something in a covered state? I would have to say never.


And we need confirmation on how ranged and melee defense stack and how +# clothes will effect the caps and stacking. Cause if you can only use ranged and melee defense numbers from whatever your current weapon is then I'm going switch to CM or something.


Also, bleeds still stack, they still are really crippled but they still stack


Message Edited by Staveeno on 03-17-2004 10:49 AM




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