Rifleman Archive

Thread: Rifle Bugs -=June 20 1005=- / TOP ISSUES -=June 20 2005=-

Ackehece
Mon Jun 20, 2005 5:58 pm
#1







Rifleman Bugs








  • Broken Weapon Certs


    • Tusken rifle - not even listed anymore in the Holocron weapon cert list now????

  • AIM


    • breaks cover (more of an issue)

General Game Bugs that directly affect rifleman



  • Mob warping (when rooted/snared)

  • Mob range and rendererrors- shows as long range but mob is really beside you (seen most often when you knockdown something and it slides 60m to your feet)

  • ryatt trail LOS issues

  • mobs shooting through walls and ignoring LOS

  • NPC's aggroing on first shot even if you miss (and or start searching for you if you used conceal shot)

  • Aggro and Hate system






Rifleman Issues:








  • BioE clothes not giving bonuses or or out of date bonus

  • aim does not work under cover

  • snipershot does not work undercover

  • action cost multiplers on specials to high (debatable)

  • Rifleman as tanks due to Hate system

  • headshot is less effective then legshot or advanced critical

  • timers to long on snipershot

  • cover broken by groupmates and vehicles

  • /target still works when on rifleman while undercover

  • turrets still target undercover players

  • turrets can be attacked with total immunity by long range borg rifleman

  • obsolete SEA's still floating around (the following likely do nothing now or still)


    • rifleman crawl

    • cover

    • taking cover





Please if you find a bugdo a /bug in game then post it here



  • general description of the bug

  • character template:

  • Weapon used:

  • skill used:

  • planet/location

feel free to discuss issues and bugs in this thread









"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




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black665label
Tue Jun 21, 2005 2:03 am
#2

/target isn't supposed to work on rifleman under cover?!?! Awesome that needs to be fixed asap
fletcherreed
Tue Jun 21, 2005 2:22 pm
#3

Equiping a rifle while under cover breaks cover, is this intended?
Mafaza
Tue Jun 21, 2005 2:35 pm
#4

cover / conceal shot seem to be totally screwed up





Mafaza------------------------------------Oomfama
Master Bounty Hunter, chilastra----------------Brawler, Pikeman, Fencer, chilastra
"KD+Dizzy = fun!"-----------------------------------"Wacking with sticks"

Shender
Mon Jun 27, 2005 1:06 am
#5

general description of the bug:

AOE (Sprayshot for example) attacks will not work past 65 meters. The target will still receive damage, but anyone in between 65m-{max range}m will not be affected by the AOE. So let's say there are two guys-one 78m away and the other is 80m away. You use an AOE on the 80m guy. He takes damage, but the 78m guy does not.

character template: MBH/MRifleman/CM4000
Weapon used: Adv Laser Rifle
skill used: Improved Spray Shot (yet this applies to all AOEs)
planet/location: N/A

Edit: For clarification, the effect of an area attack is limited to the max range of your weapon being used. It does not take bio arms into consideration when determining if the AOE hit people farther than the gun can shoot.

Message Edited by Shender on 06-27-2005 03:14 AM



Sergant Striker - Human MBH/MRifle/CM4000 - Eclipse
Seargent - Wookie TKM/Sword0030/Fencer0400/Doc4004 - Eclipse
Seagent Striker - Human Jedi - Eclipse
Celeres Valerius - Human Redneck - TestCenter
fletcherreed
Mon Jun 27, 2005 7:16 am
#6






Shender wrote:
general description of the bug:

AOE (Sprayshot for example) attacks will not work past 65 meters. The target will still receive damage, but anyone in between 65m-{max range}m will not be affected by the AOE. So let's say there are two guys-one 78m away and the other is 80m away. You use an AOE on the 80m guy. He takes damage, but the 78m guy does not.

character template: MBH/MRifleman/CM4000
Weapon used: Adv Laser Rifle
skill used: Improved Spray Shot (yet this applies to all AOEs)
planet/location: N/A

Edit: For clarification, the effect of an area attack is limited to the max range of your weapon being used. It does not take bio arms into consideration when determining if the AOE hit people farther than the gun can shoot.

Message Edited by Shender on 06-27-2005 03:14 AM




Thats a bounty Hunter skill so its not officially a Rifleman bug, although it is exclusively in rifleman range.

Message Edited by fletcherreed on 06-27-2005 10:16 AM

Shender
Mon Jun 27, 2005 9:21 am
#7



fletcherreed wrote:


Shender wrote:
general description of the bug:

AOE (Sprayshot for example) attacks will not work past 65 meters. The target will still receive damage, but anyone in between 65m-{max range}m will not be affected by the AOE. So let's say there are two guys-one 78m away and the other is 80m away. You use an AOE on the 80m guy. He takes damage, but the 78m guy does not.

character template: MBH/MRifleman/CM4000
Weapon used: Adv Laser Rifle
skill used: Improved Spray Shot (yet this applies to all AOEs)
planet/location: N/A

Edit: For clarification, the effect of an area attack is limited to the max range of your weapon being used. It does not take bio arms into consideration when determining if the AOE hit people farther than the gun can shoot.

Message Edited by Shender on 06-27-2005 03:14 AM



Thats a bounty Hunter skill so its not officially a Rifleman bug, although it is exclusively in rifleman range.

Message Edited by fletcherreed on 06-27-2005 10:16 AM





Well, like I said, it was for all AOE... If it's not supposed to be here, then please, by all means, delete it. The same thing happens with Fanshot. Not really sure where to put it...



Sergant Striker - Human MBH/MRifle/CM4000 - Eclipse
Seargent - Wookie TKM/Sword0030/Fencer0400/Doc4004 - Eclipse
Seagent Striker - Human Jedi - Eclipse
Celeres Valerius - Human Redneck - TestCenter
PyscoJuggalo
Mon Jun 27, 2005 2:22 pm
#8






InspGadgt wrote:



Question on this one...I've noticed headshot does a lot more damage then legshot per shot...is legshot more effective because the recycle timer is shorter?






I have a Master Rifleman with legshot, believe me leg does more then head.




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InspGadgt
Mon Jun 27, 2005 7:34 pm
#9


Sorry...nevermind my question...I was confusing Leg Shot with Kneecap Shot



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Master Creature Handler
Master Rifleman
Intrepid Server

Bean' Delphiki
Bounty Hunter
Combat Medic
Valcyn Server
InspGadgt
Tue Jun 28, 2005 12:19 am
#10






Ackehece wrote:







Rifleman Issues:








  • headshot is less effective then legshot or advanced critical





Question on this one...I've noticed headshot does a lot more damage then legshot per shot...is legshot more effective because the recycle timer is shorter?





Hei U-Guize
Master Creature Handler
Master Rifleman
Intrepid Server

Bean' Delphiki
Bounty Hunter
Combat Medic
Valcyn Server
squirk
Thu Jun 30, 2005 8:03 am
#11

Yes, I agree that Cover/Conceal Shot need to be tweaked. It's bad enough when teammates and your own vehicle prevent you from taking cover because you're too close to them. I agree that if you leave your swoop out in the open, or have a teammate (or anyone)standing up next to you while you're in the grass, you should be discovered much quicker by the MOB. But I don't think you should be prevented from taking cover.


But it makes even less sense when you're trying to take cover next to an animal who isn't in your cone of vision, nor is even an intended target. Case in point - while running Mokk destroy missions on Dant last night, the Mokk camp spawned in the middle of a bunch of huurton packs. There was literally nowhere I could set up Conceal Shot without being near a huurton. I had MaskScent on, so neither of us were bothering the other, but I couldn't take cover because of the damn huurton pup wandering peacefully next to me.


Again, I can understand if the firing of my rifle spooked the hurrton pup and thus caught the eye of the Mokks, resulting in me getting discovered sooner than normal. But I still think I should be able to take cover. As it stands, it's just nonsensical.
fletcherreed
Fri Jul 01, 2005 7:45 am
#12






squirk wrote:

Yes, I agree that Cover/Conceal Shot need to be tweaked. It's bad enough when teammates and your own vehicle prevent you from taking cover because you're too close to them. I agree that if you leave your swoop out in the open, or have a teammate (or anyone)standing up next to you while you're in the grass, you should be discovered much quicker by the MOB. But I don't think you should be prevented from taking cover.


But it makes even less sense when you're trying to take cover next to an animal who isn't in your cone of vision, nor is even an intended target. Case in point - while running Mokk destroy missions on Dant last night, the Mokk camp spawned in the middle of a bunch of huurton packs. There was literally nowhere I could set up Conceal Shot without being near a huurton. I had MaskScent on, so neither of us were bothering the other, but I couldn't take cover because of the damn huurton pup wandering peacefully next to me.


Again, I can understand if the firing of my rifle spooked the hurrton pup and thus caught the eye of the Mokks, resulting in me getting discovered sooner than normal. But I still think I should be able to take cover. As it stands, it's just nonsensical.





Exactly. If I can't shoot the animal because of LOS, even if I'm in 20m radius, I should be able to take cover. Simple.
Drewid
Sun Jul 03, 2005 6:53 am
#13

How is longrange riflemen attacking turrets with immunity an issue?

Especially since they refuse to fix the turret firing 30 times a sec exploit.

Seems to me these balance nicely. Fix the exploit, then complain about 80m turret killers.


As of right now, a cybernetic enhanced rifleman is the only chance a group has when facing a manned turret.


Please remove that from your list unitl the Dev's fix the turret exploit.
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