Pistoleer Archive

Thread: Ranged Weapon Support IV worth it?

Eugee
Sun Aug 10, 2003 7:21 am
#1

I hit Novice Pistoleer a few days ago, and while I'm a casual player, I'm approaching Special Abilities I now. But I'm curious if Suppression Fire form Ranged Support IV is worth getting? If I get rushed by an animal, I could care. Few Warning Shots and it's toast. But when I stumble across a hostile humanoid, I don't have any defense if it rushes me except for just shooting a whole lot. Or should I just count on Pistol Whip to get me out of that? I don't want to count on Disarming Shot 2, because it's a very long way away for me to have, and I see it getting changed being very likely.

Hmmm. Pistol Whip isn't sounding bad as a "Get Away From Brawler Free" card.



Jaysen Haebdun
Master Doctor | Master Gunfighter
RVE
Sun Aug 10, 2003 7:24 am
#2

Well the Pistol Whip will prolly get nerfed also, but to the question.


I think Suppression Fire is bugged atm. I've never seen it work once when I've tried it. I dropped that box for the skill points and I spent my combat xp to get the Pistol Whip. I say get Pistol Whip first, then when or if they fix Supression Fire, get it then.





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Oco'
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Jaegen88
Sun Aug 10, 2003 10:38 am
#3

Supression fire might be a very good option once it's fixed (It's already supposedly being looked at/fixed) to knockdown, which as we know will be VERY costly to use. Supression fire can lock your opponents in place...in theory. It doesnt take long to get range4, you may just want to keep the option open and see how much you feel you need it once things settle down.



Jagen88
Jaegen Kel'daron - Master Gunfighter
Taallyn
Sun Aug 10, 2003 2:03 pm
#4

I think you're correct, SmugglerFlux. I remember playing around with it during Beta and that is essentially how it worked. I'm not quite sure what happened between Beta and Live that bugged it to it's current state

Volbard
Sun Aug 10, 2003 3:04 pm
#5

What about the +10 to alertness, is that worth anything?The description I've found for the skill mod is:


"The higher your alertness skill, the less likely it is that you will be taken off guard by a surprise attack."


Soooo... what? If a guy jumps out from behind a rock my character will automatically shoot him in the face? Or maybe when something attacks me my guy will say "Ah.. Just as I expected!"


Does anyone know what this skill mod actually does?





- Volbard|^)
SmugglerFlux
Mon Aug 11, 2003 12:05 am
#6

I think Suppresion Fire is not intended to be a full knockdown, but rather forces the target 1 position lower. So if you are standing you go to kneeling. If kneeling you go to prone. I've seen mobs do this to me before. So its HAM cost might not be out of control, after the patch, like the real knockdowns. And it could still definitely be used to slow down a charging humanoid.



Pistoleer 5 / CH 5 / Medic 4030
Jaegen88
Mon Aug 11, 2003 6:22 am
#7

Good god, that should read:


Supression fire might be a very good option once it's fixed (It's already supposedly being looked at/fixed)AFTER THE FIX TOknockdown, which as we know will be VERY costly to use.


Yes, supression is just a posture change. My point was, so poorly put, that a posture change that doesn't cost as much as knockdown, will be a good middle-option to "lock an opponent in one place". They can shoot back, they just can't move for the most part. For folks that don't have a knockdown or don't want to use it due to cost, this will certainly be a tactical special. Think of heavily armored TKA/Fence/Polerarm/2H users that charge opponents that are kept in kneel/prone positions....




Jagen88
Jaegen Kel'daron - Master Gunfighter
Taallyn
Mon Aug 11, 2003 6:26 am
#8

Or, you could hit them with Supression Fire so you can get in close for Pistol Whip Hmm, maybe that's why it's broken now.
Kamat
Mon Aug 11, 2003 12:48 pm
#9

I think the manual has something about alertness. IIRC just you take extra damage when you alert to the attack.
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