Pistoleer Archive

Thread: Carry two pistols.

Jim0322
Tue Aug 19, 2003 6:44 am
#1

If you can afford it, carry two pistols. I carry a FWG and a scout blaster. Check MOBs armor by clicking their radial menu and select examine.It really pays to use the weapon that a creaure has a vulnerability.


Jim


P.S. You may do this already, if not try it.

Jonni
Tue Aug 19, 2003 6:54 am
#2

i carry three pistols, one energy, one heat and one acid means i can pretty much cover everything i have yet to encounter a mob that has high resists to all three of those damage types



jonni "Cool Black" Mnemonic


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Jim0322
Tue Aug 19, 2003 6:56 am
#3

I have yet to see a DX2 on Starsider.
Paracelsius
Wed Aug 20, 2003 12:08 am
#4

Two is not enough.


Currently, I think 6 are needed:


1 Energy, 1 Heat, 1 Acid, 1 Stun, 1 Armor Piercing and 1 Low HAM. Depending on how you feel about the DX2 AR1 that might make it only 5 pistols :-)



Oirff (Bria), Expert Gunfighter (0,1,4,2)

Aidendorf
Wed Aug 20, 2003 12:26 am
#5

pistols give you more types of damage then the carbines and rifles currently available.


2 is certainly not enough,you should carry at minimum 3,and better yet 4


Hawklar
Wed Aug 20, 2003 12:36 am
#6

Wow, two pistols...lol



I keep 5 pistols hotkeyed on my 2nd F string. DX, FWG, Scatter, and 2 Scouts (one for speed/ low ham, and one for melee defense-don't want to break my 1.1 with pistol whipping). I tend to hunt with the fastest scout to fire off my first warning shots and bleeds, then switch to the scatter for max damage if not using specials. Rest of the guns are used depending on the mob's resists.



Bereave Dungarde - Lowca

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