Bounty Hunter Archive

Thread: Combat Medic or Rifleman?

Thassk
Sat Jul 23, 2005 4:58 am
#14






DivineShadow001 wrote:

I was mrifles/mbh/0404 pistoleer............i dropped it.....ruby/stims just was not enough.


NOW....mbh/MCM/0400 carbs.......no ca's or AA's.........PVP rank 1668.


here's the deal......when i was rifles it was all about the damage.....now it's all about the debuffs and fire/poison, because let's face it almost every jedi out there will have improved aura (+500 defense) and as a rifleman even after you engage aim (+240 accuracy for 15 seconds i believe, can't remember) and you actually do get a shot in you'll be lucky to hit for more than 400 damage and the is IF force valor doesn't block the shot altogether.


now let's think about fire/poison......they don't get affected by armor/aura/force. if you get good enhancers for fire/poison, also called neurotoxin and deuterium toss, they have a chance of doing 600 damage, combined, about every 5 seconds i'm estimating, never really timed it. Take the 600 damage, couple it with your 200-500 damage from your shots and you have yourself a winning combination.


CM debuffs: a godsend, you can lower attack speed by 40 points, lower movement speed (snare), lower action regeneration (hemorrhage), lower STATE resists...can't really ask for more.


however i have found several jedi that can rip me apart decently fast even with all my heals/debuffs.


don't think for a minute MCM is an I WIN button, but in my opinion, it gives a BIGGER chance of surviving an encounter with an EXPERIENCED full template jedi.


the run and gun techniques are almost obsolete for reasons stated above, 10 second jedi fights are almost non existent now.....so strategy will have to take effect in order to maximize your potential of winning.





ya good post .. put it into better words than me .. i have the same exact template

Message Edited by Thassk on 07-23-2005 05:04 AM



vThasskv
Actairr
Sat Jul 23, 2005 6:43 am
#15

In case anyone has not made up their mind check out this post. The poster is really smart and a pretty cool guy

http://forums.station.sony.com/swg/board/message?board.id=bounty_hunter&message.id=474854#M474854
Amil
Sat Jul 23, 2005 6:45 am
#16

Yeah I think CM is the way to go. The debuffs are key and the poison and fire save you a lot of work and keep the jedi healing to drain their mind. Use good enhancers and mind food and you are a bad mofo.


I also you my CM for things other than BH'ing so having Rez is a nice little bonus.


Not having startle shot stings a little bit though.



Amil / Copronymus
Tucheck
Sat Jul 23, 2005 7:02 am
#17



LintonLisa wrote:

MCM will require alot of skill, and good tapes to make really effective, as you loose alot of combat skills.

But MCM are the only real BH template that cause my jedi any problems at all.






QFE

I honestly believe that if I were able to avoid the KD bug, I would win at least 50 or 60% of my Jedi fights.

So of the MCM specials are still broken. Imp. Thyroid Rupture WILL show up as a state, but it doesn't alway effect the target as intended. It is suppose to lower the the combat speed of the target, however, I have seen Jedi still hitting once ever 2 - 3 seconds while "under" this state. Electrolyte Drain is easily countered by either brst run or Force run (it should not "remove" the state as the level it currently does). When electrolyte drain is applied the target is slowed to the "normal" walking speed...if a player uses burst run with this state applied, they should NOT have the normal burst run speed, but rather the player should "boost" up the the normal default "always run" speed. There are a few more issues witht he profession, as well as the Master Special (Infect) being totally worthless. I know a lot of people hear about "worthless" specials, so I tell you about this one rather quickly.

The idea behind Infect is to lower an enemies "over all" health pool by draining it at a steady rate. For instance, if you use it on an NPC with 800 health, every 4 seconds, infect will lower the max health pool, so that it may be 700 instead of 800. However, this state effect only lowers a health pool by about "50 points a tick". Now that's not really 50 points of damage....that's just 50 more points you don't have to do damage to in order to kill or incap. One day I will find a willing player and time how long it takes to decrease the amount of health pool by 600, or smoething that might actually MEAN something.

Lastly, if you go MCM, you need to have some of the BEST weapons on your server. Currently, with my pistol equipped, I have a speed of 60, and an accuracy of 140 (that's WITH CAs). IMHO, MCM is one of the best balanced professions out there...we give up alot in the way of "direct damage" in order to have an almost defenseless "passive damage". As a MCM, it a lot like bringing your target down to "your level", but you still have to work for it becuase your "overall" damage level is still worse then the normal. It's hard to describe, but if there is any profession, other then MBH, that I hope the Devs "leave alone" it's MCM.



_________________________________
Tubeck Idos
________________[-FUN-]________________
Master Bounty Hunter
"Tubeck knows better then to trust Sculley"
"Diplomacy is the art of saying 'nice doggie' while reaching for a stick. "It has been said, "Let he who hath no sin, cast the first stone". So why didn't someone pass Jesus a rock?
Page 2 of 2