Bounty Hunter Archive

Thread: MBH/MPistoller/CM 4xxx + Cyber Arm Range 5, Cyber Arm Range 10 Template VS Jedi

LostWithinTheDarkSide
Fri Jul 22, 2005 2:01 am
#1

This template the subject states is my toon's template save for invest and the arms *due to invest being very slow, and the arms being something new and I dont know*, But theoritcly thinking with the arms n all, You would have a +45ish *I dont know if all pistols are 30 range*, range and would be able to spam pistol specials like no tomorrow granted you got a low SAC weapon and/or some action buff/food/drink, But are pure pistols good for going against jedi All the people I've talked to say pistols are too short jedi's will rip you up with thier sabers, But with the 45 range I should be able to root kite and douse with damage right? Just wondering if I can get some peoples ideas/input hoot and hollering about it, and perhaps some advice on what to use against jedi being a pistoller bh?
Numa2
Fri Jul 22, 2005 2:18 am
#2






LostWithinTheDarkSide wrote:

This template the subject states is my toon's template save for invest and the arms *due to invest being very slow, and the arms being something new and I dont know*, But theoritcly thinking with the arms n all, You would have a +45ish *I dont know if all pistols are 30 range*, range and would be able to spam pistol specials like no tomorrow granted you got a low SAC weapon and/or some action buff/food/drink, But are pure pistols good for going against jedi All the people I've talked to say pistols are too short jedi's will rip you up with thier sabers, But with the 45 range I should be able to root kite and douse with damage right? Just wondering if I can get some peoples ideas/input hoot and hollering about it, and perhaps some advice on what to use against jedi being a pistoller bh?





I had the very same template but only had one arm, cyber arm range 5. Get a low SAC, good Spd pistol and with the spam damage macro quickdraw; bodyshot; pause; 1.5 do loads of damage but not enough compared to rifles imo. Also with cyber arm's, i think you need to use there special ability before you can use the range.



Tempest
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Numa
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Rebel MBH
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Welcome to SWG: Jedi vs BH : Whiner vs nerf caller : 1.5 vs 1
HyprHypo
Fri Jul 22, 2005 2:19 am
#3


Numa2 wrote:


LostWithinTheDarkSide wrote:
This template the subject states is my toon's template save for invest and the arms *due to invest being very slow, and the arms being something new and I dont know*, But theoritcly thinking with the arms n all, You would have a +45ish *I dont know if all pistols are 30 range*, range and would be able to spam pistol specials like no tomorrow granted you got a low SAC weapon and/or some action buff/food/drink, But are pure pistols good for going against jedi All the people I've talked to say pistols are too short jedi's will rip you up with thier sabers, But with the 45 range I should be able to root kite and douse with damage right? Just wondering if I can get some peoples ideas/input hoot and hollering about it, and perhaps some advice on what to use against jedi being a pistoller bh?



I had the very same template but only had one arm, cyber arm range 5. Get a low SAC, good Spd pistol and with the spam damage macro quickdraw; bodyshot; pause; 1.5 do loads of damage but not enough compared to rifles imo. Also with cyber arm's, i think you need to use there special ability before you can use the range.




i didnt notice a difference in dmg with quick draw. it seems the same as ranged shot, and same recharge, but takes more sac. I havent done much testing so enlighten me if im wrong.

Message Edited by HyprHypo on 07-22-2005 02:20 AM



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HyperHypo / Guild: Shadow Gypsies

MrElder
Fri Jul 22, 2005 2:27 am
#4



the template can work. most pistols have a 35m range, some do have a 30m range. i am currently using the +range arms and can shoot from 50m out.


the next step is getting good gear.


read the sticky above on killing finished templated jedi. modify it a bit to fit your pistols template, but same general guildlines apply. his thread says not to use cyber arms... but, IMO, its a matter of preference.


and dont use quick draw. too much action cost for too little dmg output. use adv crit shot and body shot for the bleed. and you dont need to use the specials to get the extra range. your HUD might say (out of range) but you can still shoot.


happy hunting


Mr.C

Message Edited by MrElder on 07-22-2005 02:37 AM

MrElder
Fri Jul 22, 2005 2:33 am
#5



Message Edited by MrElder on 07-22-2005 02:34 AM

LostWithinTheDarkSide
Fri Jul 22, 2005 2:34 am
#6

I got some ubesse scout armor 7000 energy 5k kinetic 6k rest, is that or should I shoot for more? Also what all clothing can you fit in with a set of armor?
Eskie
Fri Jul 22, 2005 2:47 am
#7

Jedi range for any Jedi with Novice Force Powers is 32m, Powers xxx2 get a 32m KD attack. LS xxx2 get a 32m attack, MLS gets a 32m KD. Enhancer 2xxx gets a 32m root, Enhancer xxx1 gets a 32m snare. Chances are pretty high that any Jedi you will encounter either has a 32m KD, root or snare.
Pistols have a hard time because their own range is only 35m, so Pistoleers will usually find themselves rooted or KD pretty fast and then the Jedi will be on top of them. Having +15 range from cyborg arms gives you 15m to play with, but rifles and carbines still have an advantage with 65m and 55m.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
mmaness
Fri Jul 22, 2005 6:13 am
#8

I used to be a MBH MP at the start of the CU but it just didnt fit me.... but I give you a little of my wisdom from my days of trying to get Master Pistoleer to work well.


CROWD CONTROL.... Pistoleers are crowd control specialist, use you specialty to your advantage. Intimidate them to reduce their damage output by 20%. Use your root to keep them out of melee range. Improved Disarming Shot can be a life saver when you need a little extra time to get off a heal. Now eye shot and confusion shot dont stick often but use those too.... you are going to get damaged a lot more than Rifleman and Carbineers so you need to control your enemy more.


DAMAGE... don't even think about outdamaging a Rifleman or Carbineer... for the most part you wont be able to spam specials to get a quick win.... you are gonna have to fight smart.


EQUIPMENT.... look at the sticky thread about full templates for tips on this, most important thingsarehigh min dmg, speed to a certain extend, and SAC.


RANGE.... the +15 range will help keep you out of powers and saber throw range a little more, but you will have an armor hole somewhat.... Its all a matter of choice.


COMBAT MEDIC.... this is very important, supplementing the MBH MP! You need to figure out what you want out of CM, Novice CMs with healing effiency shirts 3 decent heals... CM 4000 will make your heals stonger but thats all you get, CM 0400 will add some needed DPS to your template through the use of DOTs plus defenders cant defend against this, generally. CM 0040 has some nice action and mind regen debuff plus Shock which could help you land your states better, CM 0004 has a 7 sec daze, paralyze, plus a 2-min snare and combat spd debuff. Since you are in such close range and your damage output is limited, I'd probably suggest going CM 0400 or CM 0004, since DOTs will give u about 100-200 more dps or the snare and combat spd debuff will make it harder for the jedi to get in range and to hit you fast, plus paralyze is when you need a desperate heal or to get out of melee range.





Bring back the CU or at least Pre-CU... its better that this MMO Third Person Shooter bullcrap
bmill
Fri Jul 22, 2005 6:38 am
#9

Having double ranged arms opens you up to be cut to ribbons. Any Jedi worth his salt is going to close with you and cut you up at least a few times during the fight. It doesn't matter, you will miss the critical root, knock down, or snare that you need to keep them at bay and they will be on you. With 2 arms missing protection, I think we are leaving ourselves open for an easy death.


I stopped using my ranged arms when hunting Jedi for this reason. however, when I'm base killing, I will put them on to stay out of range of the turrents.



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Orykko
Fri Jul 22, 2005 6:38 am
#10

I am just about finished revamping my template to one very similar to yours. I have both cyber arms, and will probably use them during my Jedi hunting. I plan on testing the damage taken with and without the arms before I use them on a real bounty. Another interesting question to ask is which would be better to switch to using the Carbine and lose the pistol specific mods without the arms, or use the pistol with the arms but have the armor hole. Might test that also.
Dallow
Fri Jul 22, 2005 7:42 am
#11






LostWithinTheDarkSide wrote:

I got some ubesse scout armor 7000 energy 5k kinetic 6k rest, is that or should I shoot for more? Also what all clothing can you fit in with a set of armor?





You cannot wear a ubese jacket with cybernetic arms. However, there is recon armor that you can wear, like tantel.


7000 is a pretty good number though.





Dallow Mozzer - Elder Bounty Hunter
Dark Force Rising
The House of Mantis (THoM)
"I can feel your anger. It gives you focus, makes you stronger." - Darth Sidious

LostWithinTheDarkSide
Fri Jul 22, 2005 7:47 am
#12

has anyone ever actually in a jedi fight or any fight other than gottten an uber roxor hit that was cause by lack of arm armor? like i.e bob hits todd 500 x 5 then all of a sudden bob hit todd 1000 cuz he hit is arm? i mean its all theory so far, butcha know
Spookibus
Fri Jul 22, 2005 8:10 am
#13

The only problem with the cyber arm is that if you happen to get hit on it, you're going to take a TON of damage.



Braxius Spookorum -- Leader of xA-Rx

Palata Phasma -- Shimmy Jedi Hawtness

There is no Dhugg... ...There is only Kidders


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