Rifleman Archive
Thread: Rifleman Bugs & Current Issues *12-22-03*
Please list any known bugs found on the TEST CENTER or LIVE related to the Rifleman Profession.
I'd also like a new list of our current issues not covered or answered in last quarter's Top Five.
We are aware that everything will be changing with the new combat and ham systems coming but, I would like to address current issues still hanging over our heads till that day comes. Estimated time of arrival on new systems is the beginning of 2004.
AOE's- Creatures need to be aggro to get damaged by AOE's is this a bug or intended?
Spray Stick-It should spray acid.
Tusken Rifle-It shoots bullets it should be kenetic damage.
Suprise Shot- It does nothing, make it deal more damage or give it an effect.
-Thats all I can think of right now.
- definatly givea (knowing) Purpose to Supriseshot,takecover,sneak skills =]
Anyone knows what exactly take cover will improve?
I would have to agree, we need damage type variations in weapons. I see, energy..energy..energy...oh look stun....energy
Would be nice to have the option to switch to rifles for hunting certain critters.
Also, not sure if this is way out in left field, but surprise, as I see should be, a Must take cover skill, that when used on a player (pvp) on succesful hit does not trigger auto attack. Or what ever you call it, the way a player starts to return fire automaticaly and automatically has the attacker targeted. But make it a slow , I mean slow refire rate. To give people time to react and deal with it. What do you think? Make sense? too much? Just me thinking aloud while watching the football game.
With the exception of warping and the 2.5 melee modifier, NONE of our current issues, or any of our issues at all have been solved yet.
Unless you consider "wait for the updates in the next months" to be "solved", but if that is the case, what is the point of listing any issues now? Take you old issues thread. Nothing has been changes but those two things. The rest is still valid. Or no issues are valid.
Ham cost have risen when firing specials . after patch.
thats my main bug right now.
1. ***HAM costs are outrageous (horrid before) now post patch***.
2. Weapon Type damages (tusken and spraystick) are still broken.
3. Sneak has no purpose, nor is it effective.
4. Suprise shot is also useless, and doesn't seem to work properly.
5. Block does not work, yet it's ourmain defensive skill.
6. Our Concealment Tactics title needs to be changed (If you look, the box is now called Silent Assassin for level IV...why can't our name be that?)
7. Sniper Support has not been thoroughly defined enough.
8. Startle shot 1 and 2's effect have no use whatsoever (Unless you plan on going against another Snorbal Rifleman?)
9. Cover- For having +80, and failing at least 40% of the time, something is wrong. Cover has no effective use for pve, nor pvp.
1.) Surprise shot seems a bit pointless.
2.) We lack a good damage (4x or 5x multiplier) single target attack.
3.) Startleshot 1 + 2 seem pointless, maybe replace startleshot2 with a single target 5x attack?
4.) HAM cost raised, true? If so then why?
5.) Prevention of the evil speed cap, if the speed cap has to go in can we at least try and leave autofire at the current speed cap.
All points in this thread are in our old top-5 issues (with the exception of the INCREASED HAM costs). What exactly do you want to hear?
But thanks for prooving my point though. Because I guess if I was wrong, you could come up with something better.
CaL:
not to hijack the constructiveness of this thread - but i 1-starred you because all I ever see in your posts is you raggin on Klaw like he is responsible for the dev's showing us no love. - and that's crap. I'm sorry.
yeah, we got blown off with our top 5. NOT klaws fault, though you make it sound as though it is. /shrug
besides that - there are some issues that have been raised since the last patch, HAM costs being one of them. Since the devs "Answered" our last top 5, it is time to renew them, even if most if it is the same.
btw> Anyone else notice they haven't been warped on in a while? THAT'S GREAT! about time! bunch of ungreatful needy hooligans in here. Also, 2.5x damage is reportedly gone. No one cares?
On to the constructive -
If you haven't noticed, only the reasonable and concise submissions to the Devs got real attention. and in my opinion, extending rifle range above 64m is a friggin pipe dream right now and we should keep things simple. If they say they are changing HAM costs and rifle damages and revamping the whole bloody combat engine - which we have no say in, and no control over, and nothing to complain about until they implement the changes - then we should bring to their attention (again) the easier, more immediate things that could be improved. (some of my notes below are conceptual in nature and are being brought up for discussion purposes.It's also by no means complete).
Tusken = Kinetic.
Spraystick = Acid. these SHOULD be easy to change, and they would be very helpful to us.
Startleshot2 is too similar to flushingshot2 - One idea is to make startle2 a single-target random ham High damage shot. (3.5-5x dmg) another might be to make it an AOE Mind attack with a 2.5x dmg modifier and 1x higher ham cost than HS2. (AE mind-targetting shot).
The description of Surprise shot in the skill tree is wrong - it says it must be used from cover. It doesn't have to be.
the Sneak modifier is currently useless. Any plans for this?
"Alertness" doesn't seem to do anything. Any plans for this modifier?
A Marksman topic, but relevant to all ranged professions:
/aim is a useless skill for PvP - with the extremely high defensive templates available now, perhaps a ranged character should be able to move freely while stacking /aim on their shots to have a greater chance of hittinga CoB-enabled character, forexample. Have a delay derived from your current speed mod for whatever weapon your holding, along with a static REASONABLE ham cost for using /aim. My reasoning for this is, if you can turn on CoB, and Dodge/Block/Counterattack while running, you should be able to stack /aim in front of your shots while moving as well - with a detriment to your rate of fire. It's a thought, anyway.
the accuracy modifiers on the Laser Rifle are still wonky - why is the Ideal range and the max range so opposite, even though there is only an 8m difference (to be verified with hard numbers).
food for thought -
oh, and I agree wholeheartedly with Kalic on the block issue -
That is a huge thing for us. especially with Pistoleer dodge working so well.
I would tentatively say that aside from Post-Patch HAM changes (?), Block is our number one issue -simply because it shouldprovide the greatest gain for the most minimal amount of Development time to fix it.
followed by damage types for tusken + spraystick.