Bounty Hunter Archive

Thread: Riffles or Pistols?

-Keno-
Sat Sep 17, 2005 6:29 am
#1

I'm thinking of changing templates again. I choose Master Rifleman because rifles had the highest damage, the down side is there arn't too many good non-energy rifles out there. On my last encounter I was doing more damage with my scatter pistol than my high-end lighting rifle. So is it worth it to go pistols instead?
Akast
Sat Sep 17, 2005 7:58 am
#2

in a word NO



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aljinxed
Sat Sep 17, 2005 9:22 am
#3






Akast wrote:
in a word NO





man look at that acc bonus. thats brutal.



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Chaind2f8
Sat Sep 17, 2005 9:24 am
#4






-Keno- wrote:

I'm thinking of changing templates again. I choose Master Rifleman because rifles had the highest damage, the down side is there arn't too many good non-energy rifles out there. On my last encounter I was doing more damage with my scatter pistol than my high-end lighting rifle. So is it worth it to go pistols instead?






Might I suggest Carbines instead? Pistols isn't really a good choice due to their limited range that will put you in range of a Jedi's powers for the entire fight. Rifles, while having good range and damage, tend to have high SAC costs and seem to miss alot. By going Carbines you get a good balance of firepower, range, and SAC costs.


If you absolutely must choose between rifles or pistols though I'd go along with Rifles as range is vital whenever fighting a Jedi. Also, while you won't be able to find a Kinetic rifle as powerful as the HLRs and ALRs you should be able to find some with better stats than any Pistol out there. Always remember to look out for high minimum damage as that's what will come into play most often against a Jedi.





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Skyyr
Sat Sep 17, 2005 10:48 am
#5






aljinxed wrote:






Akast wrote:
in a word NO





man look at that acc bonus. thats brutal.




yeah nice gun but I bet you miss alot lol





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Akast
Mon Sep 19, 2005 3:56 am
#6

not really i have over 300 accuracy

though agaisnt mdefs i think my record is 11 misses in a row !



My Gun


o._.._[ggg]:...__________,_
[]ggg[c]gg[g][ggggggg]:{}ggg
''.''''''''''''///_/''^=====///
__._,...///_________________
A K A S T - B O U N T Y H U N T E R
L I T T L E - B R I T A I N
125 J E D I K I L L S

Ipoi
Mon Sep 19, 2005 4:00 am
#7

pistols here.. i have 0400 cm line so to keep dots on i need to stay close anywho, and adv stoppingshot > attack til unroot > kite, KD when they catch you > kitetil they catch you again, and then you should be able to reapply stoppingshot... combo owns


when you get in trouble you can buy the time you need w/disarmingshot


the extra defenses allow you to stay close


but it also varies on you're play style, i tried all templates w/my alt in respec before settling on this one... i rarely lose, but fights do tend to last a while... the times i do lose were usually a mistake on my fault (like forgetting to take a food, or not having something out of a crate).. the dots/constant dps keep the jedi healing a lot, and you just use the previous mentioned combo and keep the dots on, until their mind is low.. then it's all about keeping them from getting away.. i dont have a slow but stoppingshot / kd usually works fine..but i have a rifle + swoop on hotbar just in case they get out of range/away if burstrun is on cooldown


anyway, its upto what you like, if you dont want to be close, dont go pistols... i was also tempted by doing something like 4044RM/4003P/MBH/0040Medic... which i never tried.. you lose quite a bit from the master box of RM though.. but you get +10 speed back from 4xxx and you get improved stoppingshot at xxx3... i think you'd still have 6 pts left over w/this build as well.. not 100% sure..havent tried to spec it in game.... if anyone has tried this template or close to let me know how it worked

joejccva
Mon Sep 19, 2005 7:34 am
#8

I am MBH, MCM, Pistols 0103 with a double capped Featherweight FWG5 pistol and I have not lost yet since I changed temps from MBH, MCarb, CM 4000. The root really helps them from running. Fights generally last from 5 - 30 minutes and the dot enhancers I stick on the jedi do about 700 dmg per tick between fire and poison. That along with thyroid rupture, it's just too much for MLS/MDef's. My record right now is 23 jedi kills and 0 losses out of 26 fights. (3 were able to get away successfully). And suprisingly enough out of those 23 kills, 4 of them were Master Powers / Master Enhancer jedi full temps. (You know ...the ones who are supposed to give us MCM's the biggest trouble). They are way tougher than MDef's but they still aren't that bad.


Ever since I went MCM and took Pisto I have done so much better against jedi.





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thedvn
Mon Sep 19, 2005 9:15 am
#9

Hate to disagree with the lot of you.


Nyms Carbine is the way to go. The problem with Nyms is most of them suck. You need to repeat the quest till you get a good one.


I have a gun at 701 damage, 170 elemental, 82 SAC.


Damage tests beween a 966 damage Featherweight and a 936 damage Czerka against a jedi shows the nyms does about 50 points more damage per shot.


Here's why. Elemental Damage bypasses defenses, kinetic and energy damage are mitigated.






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joejccva
Mon Sep 19, 2005 9:21 am
#10






thedvn wrote:

Hate to disagree with the lot of you.


Nyms Carbine is the way to go. The problem with Nyms is most of them suck. You need to repeat the quest till you get a good one.


I have a gun at 701 damage, 170 elemental, 82 SAC.


Damage tests beween a 966 damage Featherweight and a 936 damage Czerka against a jedi shows the nyms does about 50 points more damage per shot.


Here's why. Elemental Damage bypasses defenses, kinetic and energy damage are mitigated.








Different things work for different people. I have had ALOT of success with using a double capped fwg5 pistol while some like using rifles and some like using nyms. It just depends on the player. I know that being a MCM with a pistol is what I enjoy the most and it's kinda funny to see jedi's squirm when they re-grinded their template to master powers/master enhancer JUST to be able to deal with MCM's and they can still be beat. I love it.



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Master Bounty Hunter - Master Combat Medic
Ochowo
Mon Sep 19, 2005 12:52 pm
#11

do master pistols and novice rifles...thats what i did. [among other things] whether its 1060 kinetic pistol dmg, or 1348 energy rifle dmg [pupped] they both hurt lol. and you can reach out and touch someone if they try to run.

oh btw that rifle is a p.o.s. lol [really]

Message Edited by Ochowo on 09-19-2005 12:54 AM

taxxyou
Mon Sep 19, 2005 12:56 pm
#12

I stand by pistols, yea I gotta be close but as cm I can go toe to toe and lay states faster while keeping sac cost to a min . The tough full temp jedi can be beating by wearing them down and pistols keeps me alive to do that.



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Ipoi
Tue Sep 20, 2005 12:05 pm
#13






thedvn wrote:

Hate to disagree with the lot of you.


Nyms Carbine is the way to go. The problem with Nyms is most of them suck. You need to repeat the quest till you get a good one.


I have a gun at 701 damage, 170 elemental, 82 SAC.


Damage tests beween a 966 damage Featherweight and a 936 damage Czerka against a jedi shows the nyms does about 50 points more damage per shot.


Here's why. Elemental Damage bypasses defenses, kinetic and energy damage are mitigated.









but you still lose 16 more sac than a fwg5... 50 dmg or 16 sac... ill take the sac...and get extra shots in for more dmg overall.

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