Rifleman Archive
Thread: Heads up on daze fix
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Red-Dwarf
Wed Jul 13, 2005 1:38 pm
#1
I posted over in the smuggler forum but since first posting my TC rifleman has confirmed that startle shot is affected by the new daze prevention code (patch note slipped through, but code is in). The damage still works, but the actual daze doesn't take effect.
Our discussion is here if you have any comments you wish to make.
Ackehece
Wed Jul 13, 2005 1:40 pm
#2
lol... just reposted your report in the bugs and issues thread ^_^
JeffIncredible
Wed Jul 13, 2005 1:59 pm
#4
Did you report that the anger lasts not as long as the panic effect as a bug?
If so, why?
Red-Dwarf
Wed Jul 13, 2005 2:04 pm
#5
That's a balance issue, not a bug, I listed the times for the devs as in the past numbers have worked incorrectly *cough*Armour Break*cough* so they can check them.
JeffIncredible wrote:
Did you report that the anger lasts not as long as the panic effect as a bug?
Oh, you do realise that the anger effect doesn't start until the panic effect finishes, not when the panic effect starts?
Ackehece
Wed Jul 13, 2005 2:11 pm
#6
post effect wearing off before the anger hits...
so your daze last 25 secs then anger hits and you wait another 20 secs for it to work again.
Ackehece
Wed Jul 13, 2005 4:14 pm
#8
Oops misunderstood the question.
Message Edited by Ackehece on 07-13-2005 05:15 PM
Demio_Olaron
Wed Jul 13, 2005 4:29 pm
#9
There goes startle shot down the drain..
It was usefull to finish off healers by impeding the healage to occur, now it's just rubbish.
It was usefull to finish off healers by impeding the healage to occur, now it's just rubbish.
DekkoFett
Fri Jul 15, 2005 8:18 am
#11
Demio_Olaron wrote:
There goes startle shot down the drain..
It was usefull to finish off healers by impeding the healage to occur, now it's just rubbish.
Same thing with AI Jedi. The only way to get them to drop was to startle them so they couldn't get it back up. Now I guess I'll just have to fight them for another 10 minutes instead now.
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