Game Guides Archive
Thread: Tuesday Tips September 6th Combat Moves
RumField wrote:
"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.
Time Saving BH Macro
When to use it:You just picked up a BH mission and need to go get the bio ID on your mark.
What does it do: Dismounts your bike, targets the BH informant, talks with them, targets your bike and mounts it. All in about 1 second!
/dismount
/pause 0.1
/tar vasock (the BH informant's name in Kaadara)
/conv
/tar spee
/pause 0.2
/mount
And don't forget that rather than clicking on your crashed arakyd and using the UI, you can click on it and hit the "`~" button and then "2". Another little time-saver.
Dyrwen wrote:
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
So what strategy do I use with this one to keep Jedi's from coming along and stealing my kill?????
Ackehece 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.
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.
I use kneecap mostly while hunting Anceint Krayts. It slows them down enough that I can get distance on them. More often I use it after a root. Root, run to 60m, when the root wears off I kneecap to keep out of range for a little longer than I other wise would have.
I believe that it would work really well with Smuggler moves, too.
Iwof wrote:
So what strategy do I use with this one to keep Jedi's from coming along and stealing my kill?????![]()
Don't hunt by the graveyard,
Seriously though, heh, stick to the the Western Dune Sea, more Canyon's/Juvies anyway, and less people camping it. Otherwise... get a hose, surround your Krayt with water, and watch the Jedi die in quicksand when they try to steal your kill.
DancinMonkey wrote:
can a commando weapon + a ranged KD be used to KD a whole group?![]()
Yes it can if group is close enough together and no one is attacking at the exact same time as you KD. I have KD and Concussion shot up to 5 and 6 at one time.