Rifleman Archive
Thread: Templates/Progression CU/R/B
MWJ wrote:
Am currently at Marksman 1003. Given the ease of grinding out the Ranged Support tree, I see no reason not to do that first. The bonuses are noticable, allowing me to kite with decent effectiveness. With a CDEF against 12 and 14 mobs, stationary is death. I am close to Rifles 2, and will work on that tomorrow. I do know someone who is already Carbines 3, which is similar xp, so it cant be that bad.
am 3004 - got tired though.
Nades are way to useful now for leveling.... (to much so in fact)
Hewon wrote:
i am currently 2001 marksman and being eaten by nunas
No doubt! Naboo is not the place for low level Rifles to hang out. Night Spiders, Hermit Spiders, & Flewt are all ranked as 7's to my 1000mrk. Giant Cubba are 5's & they give me fits. The only thing I've been able to find any smaller than that is base Gnorts & base Chubba. The problem with them, is they're Lv1s and give so little xp (about 145) that I might make it to 2000mrk before they wipe the d-base. The noobie ground outside Theed was loaded with Lv5s,7s and a few even bigger. Many of those (flewt, spineflap &shauput) are social. Piss one off, and you get the heard. The only way I was able to reliably find the Lv1s was via missions or to look for babies. Low level missions were easy enough to find, and killing the critters was easy with 2-3 shots, but the lair took a bit of doing to take down.
A well mixed group allowed for much more difficult content, but split the xp across the team, dragging you right back to about the same rate of advancement. I was in a group with2 melee's, 3 ranged &, 1 healer (ok, so everyone was really everything, but those are the roles we took). I actually think a smaller group might have been better for advancement. 1 tank, 1 healer w/pistols or carbines& 1 carbines/riflesmight make for faster xp gains.
Keep in mind... These difficulties are for an un-buffed, un-armoerd toon. Gear & buffs my or may not have made life better for me I'll try to find that out tonight if they're available.
I'm kind of mixed over the short range rifles. In groups, it keeps you closer to both the tanks & the healers where they can keep you alive if you get into trouble. It also puts you closer to the enemy, where your more likely to get into trouble.
Overall, I'm thinking that the devs have increased the difficulty in this area to change what used to be orientation/training content into the real thing. Personaly, I liked the NooB difficulty better before. 2xxxMrk could be had in15 min IF you already knew how to play, and 3xxxMrk is where the game really started to offer challenges. If you needed to learn to play the game, then these 1st few boxeswere there to provide that. The very low entry level content also made it possible for the fresh out of the box player to run solo and advance, with out grouping with the friends he doesn't have yet.
- currently they say the xp rate needs to be "adjusted" upwards
- Ideally it should take just a few creatures to advance according to blix up the marksmen ladder
- con means something - if it is purple it will eat you alive.
- level 6+ is purple (5 may even be... butI have been able to deal with them)
Va-Mei wrote:Overall, I'm thinking that the devs have increased the difficulty in this area to change what used to be orientation/training content into the real thing. Personaly, I liked the NooB difficulty better before. 2xxxMrk could be had in 15 min IF you already knew how to play, and 3xxxMrk is where the game really started to offer challenges. If you needed to learn to play the game, then these 1st few boxes were there to provide that. The very low entry level content also made it possible for the fresh out of the box player to run solo and advance, with out grouping with the friends he doesn't have yet.
It's been posted in dev posts that Bestine and Eisley are they only newbie areas adjusted to the new system, and it seems from my explorations that it's only the newbie areas adjusted. Within about 400m from the edge of those cities, things are good, levels 1 to 3. After that it jumps to 7 or higher. So, I think there's some adjustment to go there. Also, the XP rates are going to be accelerated, they haven't been adjusted yet either. These are both according to Blixtev here.
fattyjoker wrote:
Sadly I was only able to get online for about a half hour last night, but I tried to persue the marksmen prof as I did when I first bought the game. One of the first things I noticed was the creatures I attack would just stand there. This didn't make my game play much fun, and right off the bat i got the sense of grinding. On the other hand the ability to use a special attack and not lose health was great I felt more connected with my toon.
Tonight I'll try to get on and put some real time into it, but I want to stay true to the "new player progression".So I guess I'llbe trying to get credits for armor or something![]()
the AI is slightly bugged right now...
try a different creature and whatever you do - do not attack a purple con to you.. Instant death means instant death now.
Atobusarragra wrote:
Interested in seeing the Ranged(Rifles)/CM combo.
One point to be concerned with here is that currently on the CTRL+S page Pistols in Marksman are listed as pre-requisite for CM!? I have /bugged this, as I was under the impression it should be Ranged Support. Making Pistols a pre-req is forced templating (you should have the option of choosing which weapon to use).
I also REALLY want to know about the 3000max health thing. How exactly is that going to work. It will determine how I (and I assume many others) will choose templates.
Combat medics now have a pistol in their tree....
but you still will be able to use many rifle specials with that pistol and pistol specials with rifles as Specials can cross over now.