Rifleman Archive

Thread: Rifleman Irritation

Noules000
Thu Aug 28, 2003 2:28 pm
#14

Generally speaking, there's no real advantage to firing anything other than more mindshots and headshots for damage after leading with the mindshot. Regular or random pool attacks rarely hit mind, so about all you're doing is wearing out your gun. What you typically want to do is MS2/1 the target, then switch to a fast weapon and warning shot, and either let the DoT kill the target or throw in a few headshots to speed the process (the 'optimal' way is generally to kite multiple targets with MS2/1).

Few things to note:
- Bleeds do not respect AR or resists. You can bleed any target, with any AR or resist for full damage. If you rely primarily on bleeds and warning shot, you don't need a huge variety of weapons, just something with a high max damage (see below).
- Bleeds of the same type (MS2 does not stack with MS2, MS1 does not stack with MS1, MS2 -does- stack with MS1) do not stack, but a more powerful bleed of the same type will overwrite and restart the timer. This allows you to apply bleed a few times and get the best result, if your first shot happened to be a relatively low roll.
- Warning shot does not always work. When it does work, the next time the mob is hit, the warning shot effect ends. This is sometimes good if you don't want the mob to run off too far. Usually, this is bad if you accidentally fire a regular shot immediately after a WS (usually because you didn't hit /peace quickly enough). This pretty much nullifies any effect that Warning Shot might have had.
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