Rifleman Archive

Thread: +10 Ranged arms

shotgunjoe
Thu Jun 02, 2005 11:06 am
#14






miodac wrote:
As I stated dosh so cant wear gloves nor boots.






gloves and bootshave no resistance value so ALL races dont need them.Most post-cu armor boots and gloves have no sockets anyways,so your better off using some tailor crafted items.


The best is to use a pair of pre-cu gloves and boots with sockets available,add your attachemnts and then refit the items.Once refitted,your bonuses remain and you get all the sockets back to add even more good sea's.





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0011101000001100001100011010111101001101011011100
0 Ekahab Shotgunnis

00101000000010010110000111011000001101110000110101Imperial Commando
11010011000100010110011101001000001000001110110111 Dark Warriors of Valor
11100111100011011001010110100101010110110011101000
01101000110100101101110000011110011010100100110001
10100010100001110000101111101110010010100000000111

thegreywolfe
Thu Jun 02, 2005 2:17 pm
#15

Okay, finished all 3 of Dr. Kinesworthy's quests and received the +10 ranged, +10 melee & +20 throwing arms. I also completed the Nurse that sends you to Kinesworthy's extra quest for after when you talk to him and received the rez arm. I know mort gives the +5 ranged, so where do you get the legs from with the burst run bonus?




@@The Grey Wolfe@@
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Cpl_Fisher
Thu Jun 02, 2005 2:27 pm
#16






thegreywolfe wrote:
Okay, finished all 3 of Dr. Kinesworthy's quests and received the +10 ranged, +10 melee & +20 throwing arms. I also completed the Nurse that sends you to Kinesworthy's extra quest for after when you talk to him and received the rez arm. I know mort gives the +5 ranged, so where do you get the legs from with the burst run bonus?





+20 throwing arms? hmmm..... you have any idea what a commando could do with those and a stack of imp detonators in PvP?



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Zaax
Thu Jun 02, 2005 11:47 pm
#17






shotgunjoe wrote:


gloves and bootshave no resistance value so ALL races dont need them.Most post-cu armor boots and gloves have no sockets anyways,so your better off using some tailor crafted items.

The best is to use a pair of pre-cu gloves and boots with sockets available,add your attachemnts and then refit the items.Once refitted,your bonuses remain and you get all the sockets back to add even more good sea's.






QFE!


i got 6 mods on my 1/1 gloves. i had failed a repair pre-cu so they were down to 1/1. after CU, i converted and have them equiped with my cyborg arm.


btw, can u equip gloves with 2 cyborg arms too?


or do u need at least one arm?







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KyeAshke
Fri Jun 03, 2005 4:29 am
#18

Nope, you can wear gloves with two cyberarms. You don't see anything obviously, but the effects are there :-)



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---------------------------------
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Dommel
Tue Jun 07, 2005 1:16 pm
#19

very nice!
working on the +5 quest as we speak
Dommel
Wed Jun 08, 2005 12:11 am
#20

you can always change arms and parts, right?
like if I would start with the +5 arm from mort and the when I have the +10 arm I can change them (or take both)
and even get my normal arms back, right?
meishac
Wed Jun 08, 2005 12:59 am
#21






Dommel wrote:

you can always change arms and parts, right?
like if I would start with the +5 arm from mort and the when I have the +10 arm I can change them (or take both)
and even get my normal arms back, right?




yeah the same guy that puts the parts on you can also take them off, fora small fee of course. and you get to keep the parts in case you want to put them back on later



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0000011100110111010101100011011010110010000001010010 Meishac Abendigo
0110010101100010011001010110110001110011001000000111Elder Jedi
0011011101010110001101101011001000000101001001100101 Rebel Loyalist
0110001001100101011011000111001100100000011100110111
0101011000110110101100100000010100100110010101100010
0110010101101100011100110010000001110011011101010110 Shribacca
0011011010110010000001010010011001010110001001100101Lover of Salads

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(gnn[[[[[[[[[[]nnnWXggggggggggggggggggggggggggggg)


dalessit
Wed Jun 08, 2005 7:40 am
#22

I am a noob to SWG so I have to ask the question.


Are all the quests designed for CL 80?


Right now I have 2 boxes in Sniper in Rifleman, Novice Carbineer, Novice Pistoleer, and a few others and am CL 22.


From what I have read the +10 arm isa CL 80 quest, but what about the +5? Could I do it with some friends that are in their 40's/50's?


Thanks,


Omaplata.



Omaplata
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Ackehece
Wed Jun 08, 2005 8:17 am
#23






dalessit wrote:

I am a noob to SWG so I have to ask the question.


Are all the quests designed for CL 80?


Right now I have 2 boxes in Sniper in Rifleman, Novice Carbineer, Novice Pistoleer, and a few others and am CL 22.


From what I have read the +10 arm isa CL 80 quest, but what about the +5? Could I do it with some friends that are in their 40's/50's?


Thanks,


Omaplata.






a lot of quest on Kashyyk can be completed bylower CL characters but there are zones that are much harder to survive (pretty much anything in the cave) and that is where the arms are T_T.






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john_p
Wed Jun 08, 2005 9:11 am
#24






dalessit wrote:

I am a noob to SWG so I have to ask the question.


Are all the quests designed for CL 80?


Right now I have 2 boxes in Sniper in Rifleman, Novice Carbineer, Novice Pistoleer, and a few others and am CL 22.


From what I have read the +10 arm isa CL 80 quest, but what about the +5? Could I do it with some friends that are in their 40's/50's?


Thanks,


Omaplata.





IIRC you need to kill cannibal dewbacks (mission term), snorbals (wild), voritor something (wild?), anda rancor (either). *However* baby ones count as well so you might be able to use that to your advantage, especially for the Rancor mission which I think you'd struggle with even if grouped.




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ThePredator85
Wed Jun 08, 2005 1:11 pm
#25

Where is SawTooth in the dead forest?



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Elan_Nossirah
Wed Jun 08, 2005 1:31 pm
#26

I've seen him in the S or SE part of the forest. Don't know if it wanders.




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