Bounty Hunter Archive

Thread: suppression fire

ZaneDvarschiller
Tue Jan 06, 2004 10:49 am
#27

Thanks guys. That's exactly the kind of information I'm looking for. I have found that I really don't need it myself in PVE, but I was wondering if it was a big plus in PVP. Sounds like it's not. If anyone does find it to be an invaluable PVP tool, please say so. Otherwise, I think I'm gonna drop it.


Thanks again for your time,


TJ




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padojenkles
Tue Jan 06, 2004 11:12 am
#28

When I pvp and I have a character singled out it great. Also its good for trying to create some space between me and the TK breathing down my neck.



The Mystery of SWG

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PCgameGuru
Tue Jan 06, 2004 12:20 pm
#29

You need to consider the skill mods the box brings also: +5 General Ranged Aiming and +2 Ranged Defense. You get +10 alterness, but I'm not sure what that does or if it's broken. Plus, it takes combat xp and is slower than most to get back if you decide you want/need it later.


So, if you resign this skill, you general ranged aiming will go down and so will your ranged defense. They may not drop to noticeable levels, but in this game every little bit counts. It counts alot in PVP also, where that extra ranged defense may make your opponent miss one extra time, and that might just save you.




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ZaneDvarschiller
Tue Jan 06, 2004 12:39 pm
#30

Hmmm... Thanks Jeisyn, the Suppression/Flurry + Flushing KD is something that had not occurred to me. I guess that would be a nice trick in PVP. You say that you couldn't get it to work properly though? Has anyone been able to consistently make this combination work? These skill points are very valuable to me and I want to make sure I make the best choice.


Thanks,


TJ




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Jeisyn
Tue Jan 06, 2004 12:49 pm
#31

Well, honestly i haven't tried it since i came up with the revelation that i could force a KD by using flushing on a kneeling/dizzy opponent. i've been using this tactic with my Fencer abilities for a few days with great success.


I honestly haven't tried suppression shot since september - i'll give it a whirl tonight.





Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
Jeisyn
Tue Jan 06, 2004 12:50 pm
#32

oh, and the description of General Ranged Aiming suggests that it's only comes into play when using the /aim command. Which no one ever uses. So i wouldn't hesitate to drop these boxes if you don't need suppression or warningshot.



Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
Geddeo
Tue Jan 06, 2004 4:07 pm
#33

People actually do use aiming, at least I have.



I ran into a TKA Fencer guy in full composites in Mos Kast. He was fighting 2 rancors and 5 player characters and I didn't see his bars going down at all. I shot at him with my jawa and tried to dizzy him, but I missed 4 shots in a row. I had a moment of panic, then realized that I was running toward my target and not in optimal range (something that hasn't been a problem since I got master). Rather than drop back 20m and go prone, I just stacked a couple aims before I shot and took him down in 4 headshots.



Needless to say this guy was a badass and you won't run into too many like him, but since that day I put my AIM command back on my command bar. Typing /aim while in battle only works when the target is distracted by 5 people and 2 creatures .
Andraeka
Tue Jan 06, 2004 7:17 pm
#34

I have a question for you guys. If you dizzy and then use flushing shot directly after, to make them stand even though they are standing, does that work? I know that if you are dizzy and type /stand you will fall down. I know because I used to have a macro for putting on my armour that involved /stand. The reason for that was that I spent lots of time in the med center and quite often got jumped by a reb while having a tef that I didn't know about (before you could see the flag on you).


Anyone know something about this?




Andraek Hoeeka (Eclipse) - TKM/Master Doc and Imperial Colonel

Saerdna (Chimaera) - Master Rifleman/Master Fencer/Master Brawler
XaverriJade7
Tue Jan 06, 2004 9:12 pm
#35

No, they have to be kneeling or prone to get affected by the posture up effect





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Andraeka
Wed Jan 07, 2004 5:38 am
#36

Ah ok, too bad, good to know though



Andraek Hoeeka (Eclipse) - TKM/Master Doc and Imperial Colonel

Saerdna (Chimaera) - Master Rifleman/Master Fencer/Master Brawler
Jeisyn
Wed Jan 07, 2004 8:24 am
#37

Geddeo, i thought like that too, and tried it in pvp. when coming up to a massive defense player that no one could hit, i tried stacking aims. the thing is, you might as well have gone prone because you can't move when you're /aiming. that's harsh and pretty much makes it useless to me, unless you are WELL away from the thick of combat.


tip for killing "uber" defensive players - use your bleeds. they go right through defenses.





Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
jbuttrill
Sat Jun 11, 2005 10:36 am
#38

Ever since suppression fire was fixed, has anyone tried using it on a mark. I just remembered about this special (long forgot about it since it was broken). Apparently it will snare and has no warm up or cool down. Sounds like it could be pretty bad a$$ if it works. Anyone tried it?




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Eleutherios
Sat Jun 11, 2005 11:05 am
#39

Hmm. I have it, but I haven't used it on a mark yet (I'm still waiting on a new suit of armor before I go fight a Jedi again.)



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