Rifleman Archive
Thread: Anyone noticed this bug as of the last patch:
I have noticed a new possible bug that has crept in during the last patch. The problem is that the max range has increased but one can only fire at or below the old 64m. The problem lies in the fact that the penalties for being at less than ideal range now exist at 64m.
I am an adv. sniper and even prone I only get +1 max at the old 'ideal' range. This number used to be +30 or higher (depending on the weapon.) I have never used mods on weapons so it is not realated to that.
My concern is that Rifleman is being broken more than it is being fixed because we don't have the numbers for designers to put any focus on us. The other side of this MAY be that they are trying to give us a longer range, but some bugs have popped up that they are not aware of.
I'd like to know if others have experienced this. Or if I am of a small minority that it is being affected by a new bug. I'm going to test this with some newly made rifles to see if the error is with older items (ie items not allows to go beyond 64m.)
I'd also like to note that I tried to submit a /bug report on this, but was told in a system message that it 'failed to be created.'
I'd also like to note that /takecover still makes me slow for 20minutes after using, and I haven't noticed being locked in place for 20min which IS and improvement. I even had it work successfully one time after the 2nd big patch.
I have not noticed a problem with aim modifiers. Mine seem to be what I experienced in the past. I have noticed that we get the aim modifiers past 64m and have actually downed something that was out at 70m once of which I was aware. In that case, I had been within the 64m range when the battle started, but during the dynamics of the battle, we got beyond the "max" range of 64m. Now, this may have been a client synchronization issue where we were not "really" too far apart, but it was definitely 70m away on my last shot (and I was not usng bleed at the time) according to my screen. But it could also mean that it is possible now to hit something beyond 64m, but you cannot just initiate combat unless within the "max" range.
The /takecover slow motion bug seems to primarily affect Rifleman/Ranger combinations. I am a Rifleman/Ranger, and I have suffered from the bug until recently. If you do not have Concealment III yet, you may find that it goes away when get the Sneak ability with this skill. I got Conealment III recently and have not experienced the the problem since. In the interim, there are at least two workarounds.
First, the problem seems to only occur if you /takecover and attack only one target. It is reported that if you attack a second target while under cover, the problem will not occur when you get up. I have tried this and it does work.
Since there are not always two targets to shoot, I used another workaround. If you /takecover and attack a target, when you get up, stand up and go prone several times in a row. Since you can spam /stand and /prone very quickly by alternately tapping their respective hotkeys, it clears the problem very quickly. And you can move without the problem.
It obviously would be better if it did not occur, but I hope this helps you live with the problem until they fix it.
ShodiKGian,
I am not sure what you mean by "troubleshooting," but if by "jumpback" you are refering to the go prone and teleport issue, you should be aware of a couple of things. First, I am pretty certain I can tell you the exact circumstances under which this will occur, and second, I can give you a couple of work arounds.
I have found that when you teleport, it is not a random jump "back." It always seems to be the point at which you acquired your target. If you acquire a target at 70m and move forward to 55m, when you go prone, you will find yourself back at that point 70m from the target where you acquired the target "lock." If you are 40m from the critter when you target it, move back to 60m and go prone, you will find yourself teleported 20m forward back to where you picked the target up. Move laterally before going prone, and you will teleport sideways. So the key is that if you acquire a target, and move from the point you acquired it, the system wants to put you back at the point where you picked the target up for some reason.
It does not affect everyone, but it does affect a significant number of us.
There are a couple of ways to get around it. First, some people have indicated that if you wait a few seconds before going prone, then go prone, it will not occur. Some suggest kneeling before going prone. This latter is probably related to the former in that there is a time delay if you do that. On the other hand, if you go to prone too quickly even after kneeling, it can still occur. Also, for a while after one of the recent patches, I was teleported when I knelt. It cleared after the next patch, but simply kneeling is not guaranteed to prevent it.
Since the issue seems to be tied to the targeting, I have a different approach I use. I acquire the target as normal, and I use the distance meter to get to the distance that I want like I normally would. However,when I get to the appropriate location, I break the target lock by clicking on an empty portion of the screen, then go prone and reacquire the target. Since I started doing this, I have not had the teleportation problem unless I forget to break the lock before going prone.
I hope this helps.