Game Guides Archive

Thread: Tuesday Tips September 6th Combat Moves

Aristoi
Tue Sep 06, 2005 1:59 pm
#14

Bounty Hunter Tip:


Adv Underhand + Adv Crit + Eye or Torso Shot + Torso or Eye Shot


By the time our target stands up their at 1/2 health, blind and bleeding. Throw in a root or snare from another profession, couple more dmg shots, then rinse, repeat.



Aristos Do'Urden} Master Bounty Hunter {
}|{

UbifaA
Tue Sep 06, 2005 2:26 pm
#15






wickedHangover wrote:






BioEngine wrote:

No Rangers?



Oh wait, we don't have combat specials. Nevermind.







imagine being a master ranger/master commando....not enough pts, i know, but still

Message Edited by wickedHangover on 09-06-2005 02:12 PM



if there was, you could be a doorstop...or a paperweight....or even a brick
Warryyr
Tue Sep 06, 2005 3:41 pm
#16

An oldy but a goodie:


Typing /ear in-game will tell you the current date and time. Very handy forfiguring outthe date as you write a check for a pizza (or whatever food you prefer)being delivered.


MsNiL
Tue Sep 06, 2005 4:28 pm
#17





zChuckRoastz wrote:

I can't say Ithought of this first, but, man is it fun to use on jebaydi.


/concussionshot;

do nothing for 45 seconds;

/panicshot;

run around a little bit;

/concussionshot;

read your email for 45 seconds;

/panicshot;

run around a bit more;

/concussionshot;

answer hate tells from the jebaydi

/panicshot;

read guild chat

/concussionshot;


You get the idea.


SMUGGLER > ALL


Dont work anymore.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
MsNiL
Tue Sep 06, 2005 4:29 pm
#18


Always remember that two high damage attacks are better than one.

After each attack there's a cooldown timer for a few seconds that stops you from using the same attack again, but that doesnt stop you from using another attack. So if you have two high damaging attacks you can do very fast and strong damage.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
WillburWright
Tue Sep 06, 2005 5:14 pm
#19

Mythor
Tue Sep 06, 2005 6:14 pm
#20



Thunderheart wrote:

Rifleman Combo Move

Knee-cap shot (rifleman) is quite useful too if you want to slow down your opponent. They can't run for a few seconds which gives you the time to move out of their range and stay within rifle range (over 50m should do the trick). Combined with root this is very effective.




This information is just plain wrong.

Rifleman's Knee-cap shot does not, in any way, prevent a target from running. In fact, on most opponents, you will not even notice the difference in their speed. It may make enough difference against another PC rifleman that you will be able to put some distance between you and them, but against anything else (particularly AI opponents) you will have to unequip your rifle to be running faster.
About the only thing you'll run faster than while keeping your rifle equipped is another rifle-wielding player. And then you have to ask the question, "What's the point in running? We have the same maximum range anyway..." All other players will still run faster than you.
And trying to run away from an AI, without using burst run, is completely pointless, since they completely ignore the range restrictions placed on players and 90% of them are virtually immune to the effects of knee-cap shot anyway.

Lastly, Rifleman does not have a root attack. So Riflemen cannot use Knee-cap plus a root attack as a "combo".
Additionally, root attacks completely stop an opponent in its tracks, whereas knee-cap merely "slows" them. Simply listing them as a combo being "very effective" is useless. Do we use kneecap then the root? Root then kneecap? Wait for one to expire before applying the other?

The Carbineer "combo" is not even a combo. And, as someone already said, the Bounty Hunter "combo" includes no aspect of the BH profession. An "actual" BH combo along the same lines would be to use BH's Underhand Shot with a Commando AoE weapon, to effect an AoE knockdown.
DancinMonkey
Tue Sep 06, 2005 8:33 pm
#21

can a commando weapon + a ranged KD be used to KD a whole group?



Q Λλєδŧטδ Ʊδŧ'єll \ єטΐ Λ¢ҝєҝǿ Q
Cowards die many times before their deaths;
The valiant never taste of death but once.
Λΐδקλ ~ ŁAW ~ Ĉλя∂ΐήλł ~ Øگ ~ Ĉǿłǿδδטδ
RumField
Tue Sep 06, 2005 10:20 pm
#22



"Rifleman's Knee-cap shot does not, in any way, prevent a target from running. In fact, on most opponents, you will not even notice the difference in their speed."


"And trying to run away from an AI, without using burst run, is completely pointless, since they completely ignore the range restrictions placed on players and 90% of them are virtually immune to the effects of knee-cap shot anyway."


Actually I noticed that in some cases NPCs will actually run faster then a Jedi with Force Run after they've been hit with knee-cap shot and in some situations warp directly to where I'm standing. This happens to me attackingcertain NPCs while I'm using the+5 and +10 range cyber arms atover 65 meters. Anditis repeatable.




Naver Drol
Master Pilot - Elder Rifleman - Elder Scout
Amongst other things...

Ackehece
Tue Sep 06, 2005 10:34 pm
#23



Rifleman Combo Move


Knee-cap shot (rifleman) is quite useful too if you want to slow down your opponent. They can't run for a few seconds which gives you the time to move out of their range and stay within rifle range (over 50m should do the trick). Combined with root this is very effective.


By: Gen00b






to bad that is completely false...


Kneecap shot never slows down the target more then packing the rifle does. It sure does not stop them from running . Also why whould you need to use kneecap if you have root? Once one wears off the other will not stick and root is much more effective to begin with.




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Dyrwen
Wed Sep 07, 2005 12:49 am
#24

Combat moves: Ranger, to appease the Rabid Ranger,

Step 1: Become a Master Ranger (I know, I know, it's not fun but you gotta do it)
Step 2: Master another combat profession, preferrably ranged
Step 3: Find Krayts and put on /mask or /conceal to yourself
Step 4: Put about 15 Phenacine Darts on your tool bar, possibly a second scrolled down to toolbar, as I do.
Step 5: Use a glow-wire trap with no weapons equipped at 45m and when it lands, run backwards 40m.
Step 6: Use a p-dart trap on it, shoot, shoot, and shoot some more, and reapply p-darts as needed. Meanwhile, run in a circle of about 60m avoiding getting hit by it.
Step 7: Gather resources and loot when dead.

Takes about 30 minutes to solo an ancient, 15 for a Grand/Canyon, 5-10 for an adolescent/juvenile, but it can be done with a rifle.

And remember! Your weapon's minimum damage is all that matters when you're taking on creatures this big, because you can't get through most of their armor anyway. So high min damage ftw.

Message Edited by Dyrwen on 09-06-2005 12:51 PM




000000000000000000Dyrwen Sy-X
000000000000000000
00000000000000000
0
Imperial Master Ranger.
000000000000000000Meat Manager
000000000000000000Hide Heretic.
000000000000000000Bone Busybody.
000000000000000000
00000000000000000
0General PAC Man
000000000000000000Penny Arcade Clan
000000000000000000

Skadoink
Wed Sep 07, 2005 1:29 am
#25


^^^


/Agree


The main use for Kneecap I've found is when taming high level creature (which now seem to aggro much more often). When aggroed by a baby, kneecap it, and immediately unequip the rifle (& therefore not hit it). You can then run faster than most creatures, often it'll only chase for 60 or so metres before /peace ing. Then follow it back and /tame again...

Message Edited by Skadoink on 09-07-2005 02:32 AM




(FARSTAR) Bogaba - Armoursmith - nr Mos Eisley (WP 3796 -3716)
(INFINITY) Annaka - CH/Ranger
(CORBANTIS) Lyissan - Smuggler

All cancelled the minute NGE goes live.
Majorly
Wed Sep 07, 2005 3:23 am
#26






BioEngine wrote:

No Rangers?







They are on the endangered species list... if not already extinct. I think there is a fund you can dontate to.


Maj - Jedi Knight





"Duct tape is like the force: It has a dark side and a light side and it holds the universe together."
- Carl Zwanzig

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