Rifleman Archive

Thread: CU Faq prototype mark 1 (ADDITIONS AND CRITIQUE REQUESTED)

ALeoNN
Sun Apr 03, 2005 9:32 pm
#1

Thanks for the compilation. Really want to test these.




Andrian
General Grievous: I was trained by Count Dooku.
Obi-Wan: Really? I trained the man who killed him...
The Emperor: Live Lord Vader. Live, my apprentice. Live...
Amidala: There is still good in him...

irott
Sun Apr 03, 2005 9:34 pm
#2

Nice job... I will add some more once I find you in game!!!!



[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

Ackehece
Sun Apr 03, 2005 9:40 pm
#3






irott wrote:

Nice job... I will add some more once I find you in game!!!!






lol.. sorry I tend to wander around ^_^ (was on for 8 hours today!)



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




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




HarlequinMK19
Sun Apr 03, 2005 9:47 pm
#4

Looks great...I just wish I could get over to TC more :/




-Aaron'shin De'wintres
"There is no art more beautiful and diverse than the art of death."

The fire, it knows me
I can walk through the blaze without a mark
Forever it owes me
The life I lost in the dark
Ackehece
Mon Apr 04, 2005 12:33 am
#5









General CU Info


Rifleman Info to follow this section





Auto Attack:



  • ctrl+click special to select an attack

  • once in combat that attack should cycle after you use it once

Auto Assist in Combat:



  • Targeta group memberwho is currently engaged in combat

  • fire a special - it will hit your targeted group members target

Considering NPCs and Creatures: (BELIEVE IT THIS TIME)


  • Colors:


    • Grey - Too low - Minimal experience , not worth fighting

    • Green - A small amount of experience,willdefinitely be an easy fight

    • Light Blue - A small amount of experience, should be an easy fight, could be trouble if there are more than 1 or 2 opponents.

    • Blue - Ideal target, decent experience 1 on 1, but could be tough if there are 2 or more opponents.

    • White - Even Target 1 on 1; good fight.

    • Yellow - Dangerous fight; stronger than you, but you might win.Good luck!

    • Orange -Very dangerous fight.Unlikely you will beat this opponent

    • Red - This opponent will easily smite you.

    • Purple -Certaindeath.

  • Target Icons:


    • Pointing Up -Higher con than you

    • Circle -Evencon
    • Pointing Down -Lowercon than you

DPS in the examine window:



  • The DPS listed in any of the weapon descriptions is just an estimate of the raw average damage divided by the weapon speed.

  • The final DPS output of any player will be determined by a much wider variety of factors such as special move multipliers, accuracy& skill mods, etc, etc.

  • The actual damage being done will also be modified by the skill mods and armor ratings of the opponent.

Range Modifiers:



  • Since we no longer have min/mid/max range bonuses (because we no longer have min/mid/max range accuracy differences), we moved to one "general accuracy" value.

  • The "Accuracy" on a weapon should stack with your other accuracymodifiers (from skill mods, etc).

  • You will also notice we got rid of the "mid distance" stat all together. Weapons now only have min/max distances.

Dot Weapons:



  • DOTs of this sort will indeed be removed completely from all weapons.

  • The point values of the DOTs will not be converted on a 1-1 ratio; instead a formula is used to derive a more reasonable value for the end weapon.

  • All weapon valueswill be modified to be within acceptable (from a balance perspective) ranges of the new weapon target numbers.

  • The truth of the matter is that there are some very overpowered DOT weapons in the world, and those weapons will no doubt lose much of their punch. These weapons should, however, still be relativelyexcellent weapons within the new system - just not the overpowered uber weapons they are now.





*********Rifleman CU FAQ*********








Specials: (more info such as time delaysand damagemodifers to come)



  • Head Shot: target damage:


    • accuracy penalty attached

    • no idea of what this really does yet

    • Novice

  • Improved Head Shot:


    • head shot with increased targeted damage

    • Sniper tier 3

  • Conceal Shot:


    • Shoot from cover without revealing self

    • Assassin tier 2

  • Improved Conceal Shot:


    • Conceal shot with increased damage

    • Assassin tier 4

  • Startle Shot:


    • Forces opponent to move up a posture + prevents posture change for short period

    • Gunner tier 1

    • this attack stops opposingplayers andnpcsfrom being able to use snipershot/concealshot/cover for the length of the posture change delay (aka an antisniper attack)

  • Improved Startle Shot:


    • Startle shot with greater posture change delay

    • Gunner tier 3

  • Advanced Startle Shot:


    • Startle shot with greatest posture change delay

    • Master

  • Sniper Shot:


    • Long setup, major damage dealing

    • Sniper tier 1

  • Improved Sniper Shot:


    • Sniper shot with improved damage

    • Sniper tier 4

  • Advanced Sniper Shot:


    • Sniper shot with highest damage

    • Master

  • Improved Aim:


    • Increases accuracy for short duration (multiple shots)

    • Soldier tier 1

  • Advanced Aim:


    • Aim shot with greatest accuracy increase and longer duration

    • Soldier tier 3

  • Kneecap Shot:


    • reduces speed of opponent

    • Novice

  • Improved Kneecap Shot:


    • greater reduction in speed and longer duration

    • Gunner tier 4

  • Cover:


    • Hides rifleman from opponent + removes from radar

    • Assassin tier 1

Recoveries: (for a small action point cost - clear a state effect)



  • Dizzy Recovery


    • Gunnery tier 2

  • Stun Recovery


    • Soldier tier 4

  • Blind Recovery


    • Soldier tier 2

  • Knockdown Recovery


    • Novice Marksmen

Message Edited by Ackehece on 04-04-2005 12:00 AM



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




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Bermag
Mon Apr 04, 2005 2:17 am
#6

I wonder if headshot will work like the new jedi targeted attacks, it will target that part of the body. If the target has no helmet you can use a head attack to target the unarmored part.


Maybe has to do with postures/hidden parts. Let sya only your head is visible then an attacker can only use a head attack (or a random attack which hit the head).



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
Kashydan
Mon Apr 04, 2005 4:11 am
#7

I'm gonna post the Dmg modifiers as fast as i can learn rifleman... but from the first bug-test when you could still use snipershot (basic) while havin your marksman 1001 dlt20-rifle equipped... DAMN, I MADE ABOUT 450 DMG WITH A CDEF !!! THATS A DMG MODIFIER OF ABOUT 5.0 WITH RIFLEMAN 1-0-0-0 !
Snipershot is about to be the new strafeshot2, but without hittin the speedcap :/

mith

mpsaro
Mon Apr 04, 2005 7:47 am
#8

get a clue dude....with strafeshot you didnt need to go into a prone position. With snipershot, unfortunately (and fortunately for others) we do.



mikezor



g\mikezorg\

Mike_C
Mon Apr 04, 2005 10:42 am
#9

Thanks for the cool info.


Are there any more area of effect attacks with rifles?
Ackehece
Mon Apr 04, 2005 10:44 am
#10






Ackehece wrote:










General CU Info


Rifleman Info to follow this section





Auto Attack:



  • ctrl+click special to select an attack

  • once in combat that attack should cycle after you use it once

Auto Assist in Combat:



  • Targeta group memberwho is currently engaged in combat

  • fire a special - it will hit your targeted group members target

Considering NPCs and Creatures: (BELIEVE IT THIS TIME)


  • Colors:


    • Grey - Too low - Minimal experience , not worth fighting

    • Green - A small amount of experience,willdefinitely be an easy fight

    • Light Blue - A small amount of experience, should be an easy fight, could be trouble if there are more than 1 or 2 opponents.

    • Blue - Ideal target, decent experience 1 on 1, but could be tough if there are 2 or more opponents.

    • White - Even Target 1 on 1; good fight.

    • Yellow - Dangerous fight; stronger than you, but you might win.Good luck!

    • Orange -Very dangerous fight.Unlikely you will beat this opponent

    • Red - This opponent will easily smite you.

    • Purple -Certaindeath.

  • Target Icons:


    • Pointing Up -Higher con than you

    • Circle -Evencon
    • Pointing Down -Lowercon than you

DPS in the examine window:



  • The DPS listed in any of the weapon descriptions is just an estimate of the raw average damage divided by the weapon speed.

  • The final DPS output of any player will be determined by a much wider variety of factors such as special move multipliers, accuracy& skill mods, etc, etc.

  • The actual damage being done will also be modified by the skill mods and armor ratings of the opponent.

Range Modifiers:



  • Since we no longer have min/mid/max range bonuses (because we no longer have min/mid/max range accuracy differences), we moved to one "general accuracy" value.

  • The "Accuracy" on a weapon should stack with your other accuracymodifiers (from skill mods, etc).

  • You will also notice we got rid of the "mid distance" stat all together. Weapons now only have min/max distances.

Dot Weapons:



  • DOTs of this sort will indeed be removed completely from all weapons.

  • The point values of the DOTs will not be converted on a 1-1 ratio; instead a formula is used to derive a more reasonable value for the end weapon.

  • All weapon valueswill be modified to be within acceptable (from a balance perspective) ranges of the new weapon target numbers.

  • The truth of the matter is that there are some very overpowered DOT weapons in the world, and those weapons will no doubt lose much of their punch. These weapons should, however, still be relativelyexcellent weapons within the new system - just not the overpowered uber weapons they are now.






*********Rifleman CU FAQ*********









Specials: (more info such as time delaysand damagemodifers to come)



  • Head Shot: target damage:


    • accuracy penalty attached

    • no idea of what this really does yet

    • Novice

  • Improved Head Shot:


    • head shot with increased targeted damage

    • Sniper tier 3

  • Conceal Shot:


    • Shoot from cover without revealing self

    • Assassin tier 2

    • prone only

    • under cover only

  • Improved Conceal Shot:


    • Conceal shot with increased damage

    • Assassin tier 4

    • prone only

    • under cover only

  • Startle Shot:


    • Forces opponent to move up a posture + prevents posture change for short period

    • Gunner tier 1

    • this attack stops opposingplayers andnpcsfrom being able to use snipershot/concealshot/cover for the length of the posture change delay (aka an antisniper attack)

  • Improved Startle Shot:


    • Startle shot with greater posture change delay

    • Gunner tier 3

  • Advanced Startle Shot:


    • Startle shot with greatest posture change delay

    • Master

  • Sniper Shot:


    • Long setup, major damage dealing

    • Sniper tier 1

    • prone only

  • Improved Sniper Shot:


    • Sniper shot with improved damage

    • Sniper tier 4

    • prone only

  • Advanced Sniper Shot:


    • Sniper shot with highest damage

    • Master

    • prone only

  • Improved Aim:


    • Increases accuracy for short duration (multiple shots)

    • Soldier tier 1

  • Advanced Aim:


    • Aim shot with greatest accuracy increase and longer duration

    • Soldier tier 3

  • Kneecap Shot:


    • reduces speed of opponent

    • Novice

  • Improved Kneecap Shot:


    • greater reduction in speed and longer duration

    • Gunner tier 4

  • Cover:


    • Hides rifleman from opponent + removes from radar

    • Assassin tier 1

    • prone

Recoveries: (for a small action point cost - clear a state effect)



  • Dizzy Recovery


    • Gunnery tier 2

  • Stun Recovery


    • Soldier tier 4

  • Blind Recovery


    • Soldier tier 2

  • Knockdown Recovery


    • Novice Marksmen

Message Edited by Ackehece on 04-04-2005 12:00 AM








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




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




KundoJet
Mon Apr 04, 2005 1:21 pm
#11


Looks good so far, Acke! One thing I noticed with auto-attack... when I had logged out and was logging back in, I found it didn't recognize my selected auto-attack from the previous session. The check-mark was still there, but the attack didn't cycle. I'd have to unselect it, then select it again, for it to work. Was about to /bug it last night when I lost connection (happened a few times the last couple of days - figured it was just server strain). Going to go post it on the tracker and the marksman thread (since it's a general marksman issue).


(*** EDIT - I see this one is already logged on the CURB bug forum***)

Message Edited by KundoJet on 04-04-2005 04:31 PM



Celebriel Inle
Black Rabbit
Khyron42
Mon Apr 04, 2005 3:21 pm
#12

Additional info: action phases
  • Queued - Yellow outline around action in toolbar.

  • warm-up - yellow status bar below the toolbar, filling from left to right. Does not exist in all attacks. This is the phase that is supposed to be interruptable.

  • Attack execution is too brief for me to tell if it has an indicator. I'm usually looking to see if it hit, missed, failed due to range/LOS, etc. and wouldn't care.

  • Cool-down - White outline around action in toolbar. No other actions can be executed.

  • Recovery - Icon in toolbar is blacked out, refills with color from the bottom to the top. Other actions can be executed.


Recovery and cooldown are instantaneous if the attack failed due to LOS/range/invalid target/etc.



Oudimo Brothers of TC: Breka - Isob - Illi
Starsider: Avane Iru
Intrepid: Sicai
Kalon7
Mon Apr 04, 2005 5:10 pm
#13

where can i find the cu skill box thingfor rifleman
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