Rifleman Archive

Thread: Rifleman / Combat Medic

PyscoJuggalo
Tue Aug 02, 2005 5:23 pm
#14






Cpl_Fisher wrote:





PyscoJuggalo wrote:





Cpl_Fisher wrote:






PyscoJuggalo wrote:





Cpl_Fisher wrote:
I can't tell you how many times I wished as a Pistoleer/CM that I could stay out of saberthrows range.





Bah,Jedi are best defeated by Carbines....... the lower SAC is good against those long pain in the arse battles with Master Defenders/4-0-0-0 Healers.






It really depends on the weapon at this point, when you get into jedi hunting, you ought to be using custom made weapons anyway, they should be built for your template. badgemaker has a good guide on the pistoleer forums for pistols, I think I am going to write up a general guide for all ranged weapons.






Agreed, but the SAC cap is lower on Carbs and only 100 less damage capped. So if worse comes to worse verse one of those pain in the arse Master Defender/4-0-0-0 Healers you'll shoot specials longer. Also it's nice chasing down Jedi in a suit of RIS armor, it shows em you killed enough jedi to afford it


I also like the fact that carbs are better up close since those pesky Jedi are always trying to close range with you.







rifles generaly have a lot higher min damage though, and against master defendors, min damage is what counts.






OK so how does this min/max crapola work?



I'm guessing:


if your accuracy is higher then their Defence your max is the cap your accuracy bonus can go


And Conversly


If your accuracy is lower then their defense your min is the cap on how low you can go





I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Xhantosi
Wed Aug 03, 2005 5:03 am
#15

got the same template myself, and truly loving it. plays mostly for fun, need to learn the skills of the template and I think it will be awesome.



DILDO!!!!!!!!! FTW!!!f [GSE ]
Riflewoman - Battlefield Combat Medic
The problem with America is stupidity. I'm not saying there should be a capital punishment for stupidity, but why don't we just take the safety labels off of everything and let the problem solve itself?
"So long and thanks for all the fun!"
-Niko-
Fri Aug 05, 2005 1:30 am
#16

What would be a really nice food/drink/spice stack for a MRM/MCM temp? I'm talking really close or at 100 fill with nice buffs.



~~~Jedi For Lyfe~~~
(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggg)

IGN same as forum SN
Skull-Taker
Fri Aug 05, 2005 6:48 am
#17

Soloing lairs as a m-cm m-pistol I got mobed pretty bad due to the lack of range and sense everything in the game is faster than you and stopping shot seems to only work once on a target the target catches up pretty quick.


I find it easier to hit a target form 65m away and take out most of its health before it gets to you then use some debuffs, and if you do get mobed most of the targets turn around once you get about 100m from the lair as long as you didnt attack them.





Skull-Taker - CL 90 Jedi
Steve' - CL 90 Spy
Brutalus - CL82 BH
Girlfriends alts
Jazelle - CL 90 Officer -
Kaiko - Master Domestic Artisan
Candy' - Master Entertainer
Skull-Taker
(ggggggggggggggnnnnnn]]]]]]]]]]]]]]]]nnnnnngggggggggggggg)
Death It's Nature's Way Of Telling You To Slow Down
Brainplay
Fri Aug 05, 2005 7:23 am
#18

Rifleman/CM is a good all around template. However, you lose out on the defense, accuracy, and speed mods that you would get from BH. You do however get the option to wear battle armor, heals, debuffs, and DoT's. Its an excellent support template but not something I would recommend putting on the front lines.


The second someone figures out you're a CM they usually concentrate all firepower on you meaning its best to hold back and support the group with heals until the fight goes to point blank. The debuffs use up alot of mind power so you really need to learn to husband those heals and debufffs or you're run out fast.


Most people only see CM's fighting solo and think their mind pool will last forever. In groups it goes fast...really fast. Still though, its an excellent group support template and can stand on its own very well.







Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

UbooFire
Fri Aug 05, 2005 9:58 am
#19

try master rifle, Master Bounty, and then CM 4000 I think that will work. I like to use enhancers that BE make. Like a bacta toss is about 1000 heal with a bacta spray that is about 1000 heal, then a stim 1000 heal, then a bacta shot 700 heal. With heals like this you can't lose. I can tank and I can deal about 2000 damage with critcal shot with BH and then do about 3000damage using sniper shot plus aim.




*^^^^Uboo Fire^^^^*
Master Bounty Hunter-----Master Combat Medic
FoV
-Uboo Ice
Master Weaponsmith/Artisan
/Architect





UbooFire
Fri Aug 05, 2005 10:01 am
#20


Oh yeah I for got if you do go MBH/MR/4000 CM


The combo death to most creatures is


Aim/Sniper/Kockdown/Critcal/kneecap/Critical/then so on until who ever what ever is dead. Remeber you will be 65m away when you start this and unknown.





*^^^^Uboo Fire^^^^*
Master Bounty Hunter-----Master Combat Medic
FoV
-Uboo Ice
Master Weaponsmith/Artisan
/Architect





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