Rifleman Archive

Thread: Ranged Shot IS better than Improved Head Shot

KyeAshke
Sat Jul 02, 2005 5:30 pm
#27


Korom wrote:

I think the thing to keep in mind is this. Have you only rifleman? Do you have master marksman with it? Do you have any skill tapes that augment speed or accuracy?

I'm a Rifleman/BH just the same as I was before the combat upgrade. Now I with crispic my accuracy is around 300-320 with my two rifleman characters. My speed is 120 on one character, and 142 on the other.

Now my damage output depends on what creature I'm fighting but I'll just go with Krayts to use as example.

Advanced Critical does around 900 dmg

Improved Head Shot does i think 846 dmg

Ranged shot does around 450 dmg

The fact that I can alternate between headshot and advanced critical almost without pause does eat up my action, but it pumps through a major amount of damage. Normally my attacks consist of this.

Kneecap shot for 500 dmg

Ranged shot 450 dmg

Advanced critical 900

Headshot 850

Advanced critical 900

Ranged shot 450

Headshot 850

and so on, until the snare wears off, then I might use stopping shot 1st level

or underhanded shot to kd, then run and a few seconds later snare.

I find that alternating a special with a regular attack helps conserve action, and one of my characters is a mon cal, horrible action regen. My advice for action problems, Blob candy, Neutron pixie or booster blue, carry crispic and maybe a smugglers delight to help with spice downers.

Also for the poster who was getting outdamaged by a BH/Carbineer, if he was using a proton carbine it has a great damage mod on it with a low sac. Plus Bounty hunter gets lots of general ranged accuracy and speed in its trees so any ranged profession they take is enhanced by those modifications.






I think this thread is mainly for the riflepeople specials, not so much other specials. [The way I see it] It is about warm-ups and cool-downs on our specials, and whether or not it is worth using certain specials over the normal ranged shot, mostly because of the action loss. I was MR/MBH too, and yes Adv. Crit Shot is fantastic, but not every rifleperson is a BH (though most BH seem to be riflepeople! ).

Also, the tests didn't depend on template - that was a static factor. The result was what was interesting.

Take a larger test - over a far longer period of time. Get 3-4 docs with you and try a DJM, time it over several minutes, using both methods - purely ranged shot, and alternating.

Another factor that might not be obvious is the opponents health regen. If they regen 10% (say 40 health) of the damage a normal ranged shot does to it, in the time it takes to get off another ranged shot, then every 10th shot you fire at it is simply to negate that. Whereas alternating shots would mean an ultimate overall greater damage over time, as that 40 health is no longer 10%, it could be only 5% or less.

Find something, and time it over a minute - using both tactics - to see which has done the most damage at the end of the minute (which method gives the opponent with least health remaining I mean, not adding up the numbers). That's the real test - even if action runs out periodically with the alternating method, you might have done greater damage - which means greater DPS.

Does that make sense? It's all hard to explain because it's comparisons of proportionals with no hard data atm.

Message Edited by KyeAshke on 07-03-2005 01:35 AM



-Kye
---------------------------------
"Mr. Vader is the daddy..."

"He who 'hah hahs' last, 'hah hahs' hardest." - Nelson

Balanced != Nerfed

IGN: Kye'Ashke: Mentat Master of Assasins; Naboo, Chimaera
Zaax
Sat Jul 02, 2005 10:33 pm
#28

i just wanted to point out that this thread once again shows, imo, that the CU is a success.


different situations call for different tactics. No more "strafe2" macros.


sometimes you will want to keep doing lower damage for a long time, sometimes you need that 2500 damage sniper shot, sometimes you need to spam 5 times headshot.


i love it. u realy need to know your proff, tactics and targets.





p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
DirkusGentlyus
Sun Jul 03, 2005 12:31 am
#29



Ternque01 wrote:
This is an enlightening thread. Hmmmmmm.





You can say that again....no, never mind, I'll save you the trouble.

This is an elightening thread. Hmmmmmm.



Thum Industries - Fields of Echo, Rori
Drop winnings at Fields of Echo Mall, 6360 -860 Rori
GraySeven
Sun Jul 03, 2005 7:59 pm
#30

Using Sniper Shot, I can get two of these in before the MOB realizes my location as long as I don't use any other attack. I like to lay prone at 75 meters (I have an 80 meter range with arms), open up with SS and hit a second SS right away so my auto attack doesn't go off. Then, once the second goes off I follow up with a Root to prevent the MOB from closingand use alternating Critical Shot and Head Shot Critical Shot, follow up with a Snare Shot, Stand and switch to my Scatter pistol to kite with a lower SAC cost...

I can easily take out NS Stalkers this way, one at a time, as well as Novatroopers.


After the first SS, the MOB will charge towards you but will pull up after 25 meters or so and look around AS LONG AS YOU DON'T SHOOT AGAIN.


I haven't tested this with any other special to see if its unique to SS, however.



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Korom
Mon Jul 04, 2005 10:38 pm
#31

Advanced critical was probably out of order to mention. What I meant by the post was, have you tried using, any combo of ranged shots say,


Headshot.


rangedshot


headshot


or


heashot


leathalshot


headshot


What I find is that not only does my action have a minute to regenerate, especially when using +181 blob candy, you can put through the damage from alternating shots and the timer for headshot when used on and off recycles fast enough to keep a constant cycle of high dmg, low dmg, high dmg. That's what I was trying to get across with the critical shot thing, should have just used rifle specials to illustrate. Also the reason I might be able to do this when other rifleman may not is that I have another ranged profession that adds a significant amount of accuracy and speed, not ruling that out as a reason why its easier for me to use this format.


KyeAshke
Tue Jul 05, 2005 12:48 am
#32

Something I've noticed (I think this only works with the ranged arms) is that you can use cover shot over and over again without them coming towards you. All you need to do is wait until aggro has gone, then fire again.



-Kye
---------------------------------
"Mr. Vader is the daddy..."

"He who 'hah hahs' last, 'hah hahs' hardest." - Nelson

Balanced != Nerfed

IGN: Kye'Ashke: Mentat Master of Assasins; Naboo, Chimaera
Leafgreen
Tue Jul 05, 2005 4:12 am
#33







FultonMeigs wrote:

Because they are in different "groups" I like to alternate between Headshot and Startleshot. This combination will run you out of Action but lays down a lot of damage quickly.


I'll have to the compare it to the Ranged and Placed shot combo.






I do the same, simply because they're on different timers. Occasionally I'll try a kneecap, but it never seems to work on anything.


Improved sniper shot? I don't see the point of it with the long timer. If I'm going to be laying down, cover/conceal does a lot more without pulling a whole herd of aggros onto you.


Definetly a thread to keep an eye on.

Message Edited by Leafgreen on 07-05-2005 04:37 AM





Chorvat Carty'ugi
Master RangerMaster Rifleman


Build a man a fire, and he'll be warm for a day.
Set a man on fire and he'll be warm for the rest of his life.

Page 3 of 3