Rifleman Archive

Thread: So what's the uber-est of Rifles nowadays?

evil_SOCCERMOM
Sun Jul 03, 2005 8:31 am
#14



squirk wrote:
Uboo - how are you soloing an ancient krayt as an MRM/MR? I'm not doubting you, I just wonder how you do it, as I haven't yet been able to get the swing of Rifleman since the CU. Seems like 2 or 3 conceal shots and you're discovered and then he's down on you like a bag of hammers.





Snare and run. And run and run and run and run. Take the burst run food to burst in emergencies between snares.



"Persons attempting to find a motive in this post will be prosecuted; persons attempting to take it seriously will be banished; persons attempting to find reason in it will be shot." -Samuel L. Clemens (a.k.a Mark Twain; editied slightly)
Arell
Sun Jul 03, 2005 2:02 pm
#15


Try the New Player Crafted Transdoshan Hunting Rifle



H U N T E R


speed 2.55


wound 33.05%


plus 17 accuracy mod


damage 523 - 1184 ( capped


sac 85


unsliced and unpup'ed

xDiggerx
Sun Jul 03, 2005 5:16 pm
#16

I would suggest the ALR.


If you can get some nice tissues (over 150's) then have one made up.


1) drop the SAC to 82 or close to it. Your action bar will thank you!


2) have him/her cap out the damage or close to it.


3) with new slicing go for speed twice and then speed again if possible or a damge slice if not capped already.


This would give you a SAC 82 ALR with max damage and some very nice speed. Oh, use a scope on it for around a +17 accuracy bonus (normally 16 + 1).


For short battles I would toss a speed pup on this rifle and take some Crispic to offset the accuracy hit. Even with a SAC of 82 a Speed Pup on there would trash your action bar eventually. For longer drawn out battles (like working on krayts) go the damage pup route. If your crafted speed was low enough the speed hit from the damage pup won't hurt you too bad. The slower firing rate will assist your action bar. I run 2 startles/2 head shots, then combo in a sniper shot....it's a very nice damage combo over the course of about 35 seconds. A damage pup will take a capped damage crafted rifle past 1,300 on max damage...which is very nice.


Good luck.






xDiggerx - Master Bounty Hunter/ Master Combat Medic/Rifleman 4000
zDiggerz - +12 Pt Master Chef / +14pt Master Artisan / Master Merchant
10th Mtn Guild Leader - Imperial Ace Pilot - Imperial Colonel's - FS Crafters
Chef Food - PowerUps * New Sparta, Naboo -5860 5430 * Swoops - Resources
Vicotnik
Sun Jul 03, 2005 5:17 pm
#17






squirk wrote:


Maybe the ALR is for Bounty Hunters who want to use a rifle but didn't do the MRM path?





No, that's what the heavy lightning cannon thing is for.


The ALR, like all non-skill box certed level 54 weapons, needs to be skill box certed... Silly devs.



--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
IvanGram
Sun Jul 03, 2005 10:30 pm
#18

all they have to do is add 40 or so elemental damage to the T 21 to make it worthwhile (basically the reason the new heavy lightening cannon(?)is the best answer for MBH)


Back when armor piercing was still in game, the T-21 was the better than laser rifle, as it had greater penetration. But now, without that armor system in-game, there really is no difference, besides the T-21 taking more krayt AND resources that are more difficult to find...





Ivan of Sunrunner
Korom
Tue Jul 05, 2005 5:23 am
#19






IvanGram wrote:

all they have to do is add 40 or so elemental damage to the T 21 to make it worthwhile (basically the reason the new heavy lightening cannon(?)is the best answer for MBH)


Back when armor piercing was still in game, the T-21 was the better than laser rifle, as it had greater penetration. But now, without that armor system in-game, there really is no difference, besides the T-21 taking more krayt AND resources that are more difficult to find...








Sadly I must agree, my favorite gun of the Rifleman weapons has been trounced and destroyed. What they need to do is lower the damage cap on the ALR and put it in a box cert in rifleman. Keep the t21 the way it is and it would be worth where it is at. Or raise the damage cap on the t21 and make it a bit slower. Right now the t21 and ALR if I remember correctly from the WS forums have the same damage cap. Raise the damage cap by 16 points to 1200 and you'd see a lot of riflemen going back to the t21 I think.


Edit--Also, if you lower the speed slightly and sac, and keep the damage the same I think more riflemen would use it as well over the higher sac, higher speed ALR.

Message Edited by Korom on 07-05-2005 05:25 AM

Geddeo
Wed Jul 06, 2005 11:16 am
#20

Above I wrote that the ALR only took 2 ident tissues. It has come to my attention that it might take 3 ident so you would need 7 ident to make 2 rifles, not 6. Sorry for any confusion.
Devero
Thu Jul 07, 2005 5:08 am
#21

After I got my Trandoshan rifle and used it a while, I destroyed my Krayted, Sliced T21 and put my ADK on it.


I will slice it soon.. after I get some more confidence going with the new slicing system and loot some tools for it.


But.. Unsliced and with a P/U, it does 548 mod dps.




Next in line is my new Fallen Hyper-Rifle. Kinetic dmg, which will be useful in some pvp action. Also 500+ Mod DPS.. cant remember specific stats. Only had it a day and am not in-game. But it was good enough, I destroyed my DXR6 acid rifle to ADK it.




Thatguyfubu
Thu Jul 07, 2005 5:25 am
#22

Ok I have used both the LD-1 and Trando rifle in PvP. The Trando rifle is still better. Yes I understand the LD-1 is kinetic, however the armor protection swing in differece is usually like 5-10% so you would need the damage diffference between the too rifles to be less then that. I beleive the Trando's make damage is close to 10% higher making the energy type to armor type useless. Now if you ever find a kinetic damage rilfe with a max damage of over 1100 or even 1050 (base) then that will be the one you want.




X Zaran Moonwalker X
[]g[c]g[g][gg]: (gg) (gg) (gg)
__.'///_/ Strength * Honor * Unity
__.///REBEL ALLIANCE SPECIAL OPERATIONS


swgGOD
Thu Jul 07, 2005 5:34 am
#23






Oikaleek wrote:


I solo Krayts (CL83 and below only) using a /concealshot a few times, then snare, torso shot (BH), when snare breaks I root (Pistoleer) and alternate headshot/adv.critical til root breaks, then Underhandshot (BH), re-snare and repeat til its dead. My auto attack is normally set to rangedshot or if my action is buffed to the bejeezus I set it as Adv. Critical shot.


Sometimes when I root I will drop to prone either with /prone or /diveshot and pop off a /adv.snipershot just for the heck of it.


Basically just dont let a Krayt get anywhere near you and keep firing and eventually it dies /cheer


Incidentally I use a T-21 Rifle almost exclusively these days since I have yet to find a ALR anywhere near the damage on my T-21 on Naritus....not saying they aren't out there though as apparently, they are /shrug


Seloh

Naritus






Heh im on naritus here my Adv laser is speed 2.74 max 1150 sac 104 ...so far its the best weapon iv seen on our server in terms of damage.



][_, ([]) ][_,

o._.._[ggg]:...__________,_
[]ggg[c]gg[g][ggggggg]:{} ggg
''.''''''''''''///_/''^=====///
__._,......///_________________

The Original
kronus
Silent_Hero
Thu Jul 07, 2005 10:04 pm
#24

I just had a Krayt Adv Laser mader, its 447-1067 2.7 82. I'll take the lower sac over the higher damage anyday. with my pups i get this baby up to 631-1221. its unsliced.



Dareth El'dor - Master Rifleman,4004 Doc,4404 CM

Shender
Fri Jul 08, 2005 12:10 pm
#25

I would say Hvy Lightning Rifle. Very powerful weapon and you can usually get the SAC down to <90 (85 here). Over 1100 max dmg with a 4% dmg slice.



Sergant Striker - Human MBH/MRifle/CM4000 - Eclipse
Seargent - Wookie TKM/Sword0030/Fencer0400/Doc4004 - Eclipse
Seagent Striker - Human Jedi - Eclipse
Celeres Valerius - Human Redneck - TestCenter
Page 2 of 2