Rifleman Archive

Thread: Post yer fav rifleman Macro here!

Randak2004
Sat Nov 08, 2003 11:01 pm
#14

wagnbat,that seems like it was directed to me


as you may not know i havent even touched a halocron.


i just like rifles,so back off




HaZaRd-CautioN
Wookiee Bounty Hunter/Tempest
0,1,1,1(so far)

1 OF 4 CautioNs
Katan1221
Sun Nov 09, 2003 11:04 pm
#15

I dun like macro's lol.. but a good one for pve would be...


/say a (pet command)


/strafe 2


strafe 2 20x more


/switch to pistol cause by then whatever you shot is gonna try to eat you


/warningshot


/strafe 2 till dead



lol i just made that up but it sounds like it would work.. basically it is what I do sometimes.. i guess lol




Kkatarho  Master Tewtmeister 
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Nitra
Mon Nov 10, 2003 5:58 am
#16

LOL....
Jeisyn
Mon Nov 10, 2003 8:16 am
#17

I use paradigmMike's macro for warningshot as well -


one thing though, i'd like to put a command before the warningshot that clears the combat queue..is there one?


/clear /dump -none of those seem to work. anyone know what the command is? /peace is too much delay.


if i have 3 or 4 strafe2's lined up and someone sends their pet on me, i want that queue cleared asap and 'alt-clicking' Clear is just slow...



cool tips


oh yeah, and i use the /mindshot2; /mindshot1 macro as well - if i ever bleed, which is rare.




Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
blackoutcl
Mon Nov 10, 2003 9:29 am
#18

i rarely use a bleed macro, unless the mob has low mind


but i use this always:


/tellpet attack;


/pause 5;


/flurryshot2;


/flushingshot2;


/tellpet attack; (incase i'm pvp and the player uses peace)


/flushingshot2;


/flushingshot2;


/attack; (no mind for any more specials)


CaLVines
Mon Nov 10, 2003 12:36 pm
#19



Jeisyn wrote:

one thing though, i'd like to put a command before the warningshot that clears the combat queue..is there one?






I am looking for one of those as well. Does not seem to exist as a / command though...

What I do is use CTRL-Backspace (or was it ATL-Backspace? can't remember, I do it automatically but my laptop keyboard is different). Anyway, this is the same as clicking on clear. But insted of having to use the mouse, I can do it with the keyboard (where my hands are anyway to press my hotkeys...)
Jeisyn
Mon Nov 10, 2003 2:41 pm
#20

i'm pretty sure i tried /dump maybe i'm going crazy...


Thanks though, i will give it another shot -


if that doesn't work, i can live with ctrl/alt-backspace. that's a lot quicker than hitting alt and manuevering the mouse to clear!!!



thanks !


Jeisyn Blackwell ~ Tempest ~ Master Rifleman ~ Master Marksman ~ Buffed Doctor




Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
GalacticDarkMaster
Mon Nov 10, 2003 4:04 pm
#21

To be honest riflemen have to change their attacks for each target. We can't do the BH /fireknowdown /eyeshot over and over. TO be truely good as a riflemen you have to custumize your attacks too much. Riflemen is jsut about the hardest to level, be prepared to clone often!


A'rien

Bleda
Mon Nov 10, 2003 5:37 pm
#22

Lol /fireknockdown; /eyeshot repeating? Wow that would be the stupidest and one of the worst BH hunters ever. Incase you never tried it BH's actually use a heck of alot more varied specials per target than rifleman. I have a 2-2-3-2 Rifleman and a 3-4-4-4 BH and while the rifleman doesn't level quite as fast the BH definately has to use more shots, its more like 2-3 fireKD or more, 2-3 confusion shot, torso shot, health shot, run up to knockdown target then LLC him.
Sotaudi
Mon Nov 10, 2003 7:01 pm
#23

With regard to /dump:


You have to keep in mind that macros and the combat queue are two different things. Here is what I mean. Let ussay that I have a macro that reads:


/mindshot2;/mindshot1;/headshot3;/headshot3;/headshot3;/shout Oh, no! I have mind incapped myself


When this runs, the macro will read the first command, /mindshot2. That is a combat command, so it will place it in the combat queue. It reads the second command, /mindshot1. This, too, is a combat command, so it, too, will be placed in the combat queue. It will continue doing this for the headshots, then it will get to the /shout command. /Shout is not a combat command, so it will immediately execute that command.


The effect will be this. You run the macro, all 5 shots will queue, and, if you have not fired a shot recently, the first mindshot will fire. At almost the same time, you will shout the message and the macro will end even though you have four more shots to go before you actually do (nearly) mind incap yourself.


This happens because the macro system and the combat queue are two different things. In other words, /mindshot2 really means, put a mindshot2 in the combat queue. It does not mean, fire a mindshot2 then continue on when the shot is done. This is why if you doa macro like:


/warningshot;/peace


in all likelihood, you will never shoot the warning shot. The shot will be queued, then almost immediately cleared by the peace command. Thus, as someone else pointed out, you have to use a macro like:


/warningshot;/pause 1;/peace


to get this to work. Even then, you have to make sure you account for delays from whatever shot just fired because that may exceed your 1 second pause.


All of this is to point out that the /dump command will not work on the combat queue because the command means, basically, stop running and get rid of any running macros. Since macros execute very quickly (if you do not have any pauses in them), the /dump command will not likely execute in time to stop you from queuing any of the shots, and the shot commands in the macro that did run, will already be in the combat queue, so the dump command will have no affect on them.


Unfortunately, the only command that I know that will clear the combat queue is /peace. I would suspect there is a /clear command or some variation, but I have yet to find it.




Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



Sotaudi
Mon Nov 10, 2003 7:13 pm
#24

/concealshot;/concealshot;/concealshot


or


/aim;/concealshot;/aim;/concealshot;/aim;/concealshot


Now, the latter is safer, because it will create less of a chance that you will miss. However, the delay for concealshot is already long, and the /aim is no guarantee that you will not miss. Since, also, you have two misses before the target detects you, I do not feel the extra time required for the aim is worthwhile. If I am prone and at my weapon's optimal distance, I am already getting a pretty good aim modifier in the first place, so I usually do not miss.


So why three of them? Basically, because three gives you the chance to watch what is happening and decide if you are going to need more without just loading up the combat queue with concealshots.


So you hit the macro, it queues three concealshots. The first one fires, and you can watch what damage it caused. After the appropriate time, the next one will fire. Now you have another shot to decide whether or not you want to queue more.


The problem is that if you are individually queuing shots, you can get distracted after each shot, and if you do not queue the next one in time after the last shot fires, you will start shooting regular attacks after the concealshot delay wears off. If this happens, you end up attracting your target's attention.


Three just seems to be a good safe number to work with.




Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



Sotaudi
Mon Nov 10, 2003 7:31 pm
#25

Another macro I like is:


/mindshot2;/mindshot1;/flurryshot1


These are the opening volly of most of my npc attacks. The two mindshots, of course, start the bleeds. The flurryshot will make him dizzy. If all three shots hit, I will immediately followup with either a /suprressionfire1 (if he is standing) or /flushingshot1 (if he is kneeling or prone) to try to force a posture change.


If either of the mindshots did not hit, or if I do not like the damage they caused, I will go ahead and try to forcethe posture change first, and then followup with the appropriate mindshot to create the bleed (or a better bleed) for that shot.


If the target is not dizzy from the /flurryshot, I will continue firing it manually until they do become dizzy. Once they are dizzy, I will follow that with a posture change attack. Then follow that with a mindshot if a repeat one is necessary.


I have had macros that addone or the otherposture change, but if the dizzy does not hit, I want to make sure it did before I hit them with a posture change.




Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



jadegreif
Tue Nov 11, 2003 1:08 am
#26



CaLVines wrote:


Jeisyn wrote:

one thing though, i'd like to put a command before the warningshot that clears the combat queue..is there one?






I am looking for one of those as well. Does not seem to exist as a / command though...

What I do is use CTRL-Backspace (or was it ATL-Backspace? can't remember, I do it automatically but my laptop keyboard is different). Anyway, this is the same as clicking on clear. But insted of having to use the mouse, I can do it with the keyboard (where my hands are anyway to press my hotkeys...)




Tts: /dump




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