Rifleman Archive
Thread: Rifleman PVP tactics
I pvp's my friend today. She's a TKM, wearing full composite, and with full buffs, even to mind.
I got my ass handed to me, but it was fun. (btw, i started at 2m for the hell of it, and I lasted longer than three second because I ran)
Serenius - good tip, but if you're master marksman as well as master rifle the delay on SS2 doesn't matter.
I like to open with a Flushing2 and then hit the Strafe, if i'm going for random pool. I also try and watch for a really good roll against mind with Flushing/strafe - and follow up with an HS2.
the ham cost is a valid argument of course ( check the styles sticky for exact numbers).
good tip
A little bout my charachter:
Master Rifle
Master TKA
Medic 3-0-0-0
Scout 4-0-0-0
I have my hotkeys set up such that F6 is head shot and Shift F6 is sniper shot. Strafe 2 is F7
In Shift F9 to F11 i have my laser rifle, ion rifle and t21 all krayted high dmg weapons. Shift F12 is my composite helm which i only use in pvp if i find my self fighting a bounty hunter or other rifleman.
My composite suit is 80% on average and the encumberance is around bout 466 ham across the board, i used nightsister shards in the minor pieces to reduce the hams by bout 80 of the top.
My tactics are situational, most commonly i use head shot 2 and sniper shot to finish off ppl with the laser rifle on unarmored ppl, on armoured people i use the ion rifle, stun damage gets no resists to ppl in composite.
If the group is bunched i might choose to use strafe 2 or if the enemy is mind buffed and prepared to engage me then again i will use strafe 2.
Another option is to use flurry shot and suppresion fire twice. Can put ppl on the ground unable to get up.
If you find that pets annoy you, i often use warning shot spam on a pet soon as it runs away hit peace. suppresion fire can also allow enough space between you and the pet for it to be irrelevant.
Fighting any meelee remember to always be moving and keep 15 metres between you. As a tka i often lure them in then switch to tka when they get close catching them by surprise, but you would be surprised how many people stand and shoot and let a tka get within 15 metres. dizzy/kd and your dead. if the meelee does get close unwield and just cop it sweet till opportunity arrives to make space otherwise you will die fast cos of the meelee 2x dmg thing. Basically always be moving.
Food/buffs are very useful i find bivoli tempari is a brilliant choice of mind buff. This is a 10 minute buff that is reusable about every 3-5 minutes. As such it allows a huge advantage because it can basically be used as a buff before the fight and then a mind heal during the fight. Zebraks remember you have equilibrium, if your health and action is buffed to all hell this skill can work great as a mind heal. Angerian Fishak surprise is a nice mind buff too. If your looking for focus and wil try vercupti and rhyscate. Usually i only use muon as a emergency heal. Always have them out of a crate too if you find yourself in a running battle with multiple enemies and you hit a downer you might survive to drink more its only a 3 min downer, it sux when its not in your pack and you cant get it from a crate cos of combat.
When working with a combat medic in certain ambush areas such as imperial base on naboo with holo farming rebels, or anchorhead have the combat medic run in in good armor throw mind poison ae and disease poison ae and draw the enemy back towards a position where you are prone. By time they get in sight most will die in 1 mind shot. Especially nasty tactic if you pulling people out of a dungeon where they cant see red dots on the radar, or in the case of imp prison they assum the red dot is a npc imp.
Nakor Isalani
The Dark Ministry
Vaclyn
Actually, being a master marksman doesn't make any difference in the speed unless your rifle is horrendously slow (slower than aspeed of 10). You're still stuck with a 3 second minimum between shots because of the 1 second speed cap multiplied by the delay for the shot. After I stopped using SS2 at all, I've noticed that I last WAY longer in PvP.
Jeisyn wrote:
Serenius - good tip, but if you're master marksman as well as master rifle the delay on SS2 doesn't matter.
Hmm, you can't be shooting strafe2 at over 3 seconds per shot, with +90 rifle speed.
you would need an 8.7 to 8.8 second T21 to shoot it as slow as 3 seconds per strafe2..
I think you mistook my numbers a lil bit - it's confusing at first, i agree! i'll try and break it down a bit better though. (note, all this stuff is borrowed from VolstedGridban's excellent speed guide.)
master rifleman = +90 rifle speed. the math to find the "actual" rifle speed modifier is (100-90) * .01 = .1
so the mathematical version of +90 rifle speed is actually .1
check the styles sticky to find the delay modifiers for all rifle shots. the listed delay for strafe2 is 3.5x.
so: we take a 7.2 second t21 (which is a fairly average t21 speed from what i've seen), multiply it by the delay for strafe2 (3.5) and multiply that outcome by our ACTUAL riflespeed mod (.1).
7.2 * 3.5 * .1 = 2.52 seconds per shot. watch your combat spam, you should be able to count the seconds in your head as you spam it ![]()
flushing2 is a 2.6x delay, as written in Wayne's sticky.
so flushing2 would be 7.2 * 2.6 * .1 = 1.87 seconds per shot.
yep, that's definitely a big difference with just master Rifleman! ( as you said originally)
to compare the two shots with the +95 rifle/marksman speed you would have 1.26 seconds for Strafe2, and .93 second Flushingshot2 (which would just be bumped to the speed cap of 1 shot per second).
did that help?
hmm.. well then ONE of us is crazy, 'cause by my math, you should be shooting strafe2 every 1.96 seconds with that laser rifle. have you watched the combat spam to count it? there is also a way to /log your combat spam with the exact time that everything occurs, though i don't know the command. that would show you undoubtably how fast you are shooting.
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strafeshot2 = 3.5x time delay.
master rifleman: +90 rifle speed. 7.2 second T21 * 3.5 * .1 = 2.52 seconds per strafe2
master rifleman + master marksman : +95 rifle speed. 7.2 second T21 * 3.5 * .05 = 1.26 seconds per strafe2.
if my math is wrong, I hope someone corrects me, but this is exactly what i experience in-game.
the one second cap is applied AFTER all speed calculations. for example, autofire at master rifleman (+90 speed) on that same T21; 7.2* 0.1 = .72seconds per autofire shot. which is then bumped to the speed cap of 1 shot per second.
that is my experience and understanding of it. again, plz correct me if i'm wrong! ![]()