Rifleman Archive
Thread: Ranged Shot IS better than Improved Head Shot
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
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.
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.
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.
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.
Message Edited by Leafgreen on 07-05-2005 04:37 AM