Rifleman Archive
Thread: Cries....ALWAYS loose PVP as rifleman
And I mean ALWAYS.
This 64 yard limit is killing us. I can get in a Headshot3 or Mindshot2 to open up a PvP withmy slicedT21 , with a powerup. I use Muon gold too of course.
Last night I opened up on a guy from 60 yards , he quickly closes the gap and hits me with a knockdown , I am dead.
This is a perfect example that something is wrong here. Yes?
are you a Master Rifleman?
the only time i have problems with a TKM is if he's insanely buffed and i can't kill him while i kite him, or if he's got a very aggressive stacking template with very high ranged defense and i *miss* *miss* *miss*.
fortunately, i'm master fencer/TKA as well as rifleman, so i just switch to melee and duke it out.
if you're not a master rifleman, quit yer bitchin and get back to the grind! *lol*.
no, actually its well balanced, some would say that rifleman are too powerful................Rifleman are the snipers and stealthsof SWG and weren't meant for close quarter combat, so if a melee gets within range and gets the KD......well, it comes with the territory..............just be happy they lifted the 1.5 damage modifier for melee based combatants................
I'm not a rifleman but I've faught enough of em to know ... headshot from far away .. and then bust out your jawa rifle at closer range .. and kite and run ... .. I had one rifleman (buffed and using muon) own 5 of us over and over and over ....
Jeisyn wrote:
are you a Master Rifleman?
the only time i have problems with a TKM is if he's insanely buffed and i can't kill him while i kite him, or if he's got a very aggressive stacking template with very high ranged defense and i *miss* *miss* *miss*.
fortunately, i'm master fencer/TKA as well as rifleman, so i just switch to melee and duke it out.
if you're not a master rifleman, quit yer bitchin and get back to the grind! *lol*.
I dueled a master pistoleer / master fencer last night, a guildmate of mine. Both of us had full doctor buffs, and at first I struggled because I could not hit him with anything.
He managed to land a dizzy+kd on me, but with buffs you can survive these pretty easily.
Then I just stacked some bleeds on him, these seem to pretty much ignore defenses, and used /aim before my headshots. Then I found that I could hit at least about 60-75% of my headshots.
Since we deal mind damage I had a big advantage over him as he could hardly budge my buffed HAMs. Hope that helps anyone. /aim is your friend.
It is about several things: speed, accuracy, tactics.
Before master, riflemen do not have the weapon speed or total accuracy to combat masters of other classes effectively. We are one of the few professions that you need to master to PvP. This is one of the main reasons we don't get nerfed.
At master we do very well.
Tactics are a different matter. You need to think about what to do in alot of situations.
Which weapon to use, T-21 or jawa?
What attacks will be more effective, mind attacks or AOEs?
When to key armor on and off, espacally your helmet. When to use food and spice, and when not to.
When to move, when to break off, when to try to flank them.
I have found that in group PvP, if you can get set where the enemy is engaging elsewhere, you can own the battlefield. Once you get their undivided attention (which is shortly after killing the group) it is time to snipe and move.
In 1v1 situations,I find that I fall back on my TKM skills alot more than I do in group combat. That is another great thing about rifle, you can combine it with a complementary profession for a great combo.the problem with /aim is that it prevents you from moving. you are forced to walk about as fast as you crawl...
but it will land you some hits. against a fencer - if you're buffed and wearing armor - you may get away with it. against a TKM or 2hand sword, forget it, you're going down if you can't move...
you're right about bleeds though- bleeds ignore dodge + melee/ranged defense almost completely.
Despite what some TKMs try and say, kiting is not "being a coward" it's playing to your professions advantages. If the TKM uses burst run so should you, just keep shooting at them while running away and you should do fine.
Hehe someone said Riflemen are the Snipers/Stealths of SWG. lol
Dont make me laugh that hard again please.
If you always loose as rifleman in PVP then change profession, you need to because you suck, unless your going up against a BH or character with a very good combat template you stand a very good chance of winning.
If people expect to go against any Master TK/Swordsman/Fencer etc under 10m and come out victorious using a rifle you should be slapped hard. EXPECT TO LOOSE, we should loose, we are 'suposed' to be the masters of ranged combat but we arnt but we still shouldnt expect to win close combat.
Any TK with half a brain cell will admit he expects to loose if he gets kited at 30+m from any ranged. We should act the same, we should get killed 99% of the time in melee range, as TKs should at ranged err rangeif they are unable to close the gap.
use flurry 1 as a opener.If someone is dizzy he cant burst. So use dizzy + mindbleed + kite. The only way for melee to stay alive is to break of the attack and hide behind walls. When the mind is down move in and incap him. B4 you do that run back and forth to him to make him take his drugs/food he might just be waiting for you to incap him. Ohh and be aware that he will use force of will to get uo from incap again.
yeah, i konw that sounds complicated and it is i fought a melee in a city once. I went on for half an hour with no winner cause he didnt come close and i didnt dare to get too close. So i just left.
Jeisyn wrote:
the only time i have problems with a TKM is if he's insanely buffed and i can't kill him while i kite him, or if he's got a very aggressive stacking template with very high ranged defense and i *miss* *miss* *miss*.
here here