Rifleman Archive

Thread: OUT OF DATE FAQ (some good info still here but most rifle info is precu)

Ackehece
Wed Feb 16, 2005 11:33 pm
#92






SethlinNetril wrote:





SethlinNetril wrote:

Great faq people


One thing I have question on


In PVP what armor works best for us, meaning what parts need to be stun and what does that % need to be so its effective


Also what stats on the armor are best to look at, im looking for overall protection from kinetic and energy and i will have a PSG to add some stun as well


Is it best to have 2 sets, one for kinetic/energy/electric and one for stun, and other stats, or is there a different approach







can someone answer my previous question


im about to start pvp here soon and this would really help me out


ie what %'s should I get on my comp to best protect in pvp


example 1 suit would be 80% energy 40%stun, 66% base or 80%kin #%stun #%energy


i carry psg's as well but I need some armor to compliment








this question is actually very hard to answer for a number of reasons:



  • depends on server - resource differences lead to quality differences across servers

  • more pvp or more pve?

  • do you have the money for multiple suits?

  • is this the right thread to be asking this in? (or even the right forum)

I would recommend 80%+ efficiency vs damage types andkeep paying till you geta slice that increases efficiency to the 90% (will require many pieces of suits of armor) range. Get a suit with a stun layer that hits around the 38%+ range for effectiveness and a psg with a 60%+ stun range . Even with this ... you will still be killed in PvP unless you have a means to counter dots and a means of dealing huge damage and dots to your opponents. As always stun layers and high efficiency armors have huge encumbrance ratings and that will chew away at your stat bars.



This really is not the right thread to be asking about PVP in (if you read the first page it is stated that this thread does not cover more then just a cursory overview of pvp for newbs)





"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




SethlinNetril
Sun Feb 20, 2005 8:56 am
#93

Money is no problem.


I think this question is very good for a FAQ


Im a Rifleman/Combat Medic with a line in Combat Prowress.


I have armor for PVE, thats not a problem


In fact heres a good piece of info for anyone looking for PVE armor


If your fighting an animal, all you need is Ubese Set with 75% KINETIC. If your fighting NPC's, I advise low encumbrance composite. The only armor I use on Nightsisters is 40% stun, 66% base, 80% kinetic.


PVP though is what im in dark about when it comes to rifleman combat tactics for armor. Do I need 40% stun ? Or can I go for a lower %? Do I only need to wear helmet, chest, gloves, boots? Do biceps and bracers help any?

What is going to be my biggest % to get? I think kinetic since I will have ranged mitigation and that will help against other ranged professions



U~Sethlin "Imp Da Pimp" Netril ~UUber l337NKitten Tamer of DoomN
X.::Rifleman::.X.::Combat Medic ::.X

Ackehece
Sun Feb 20, 2005 9:16 am
#94






SethlinNetril wrote:

Money is no problem.


I think this question is very good for a FAQ


Im a Rifleman/Combat Medic with a line in Combat Prowress.


I have armor for PVE, thats not a problem


In fact heres a good piece of info for anyone looking for PVE armor


If your fighting an animal, all you need is Ubese Set with 75% KINETIC. If your fighting NPC's, I advise low encumbrance composite. The only armor I use on Nightsisters is 40% stun, 66% base, 80% kinetic.


PVP though is what im in dark about when it comes to rifleman combat tactics for armor. Do I need 40% stun ? Or can I go for a lower %? Do I only need to wear helmet, chest, gloves, boots? Do biceps and bracers help any?

What is going to be my biggest % to get? I think kinetic since I will have ranged mitigation and that will help against other ranged professions







PvP is nasty - get as high of stun % as you can get same with all the other resists trying for 90% for most resists is what the type pvp'rs have. PSG on top of the stun resist armor 60% or so...


wear the full suit as in pvp players seem to have a higher chance to hit the nonsuited areas. the four piece armor is a bug and that is going away (but 9 piece is also changing as hands and feet after the curb will not be a hit location). ranged mitigation does not stop damage from occuring it just lessens thedamage band so it is good to have both melee and ranged up there.




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Ackehece
Mon Feb 21, 2005 11:26 pm
#95


Creature Spawns and Aggro - a good thing to know




NinjaVai wrote:

is there any way to hit a lair and not have the creatures argo you ? im a little confused on this issue some ppl have told me they have. is it a Perk at Master Rifelman ?





Waste93 said:


Creature lairs have three waves. You have the original wave of creatures when you get there. As soon as the lair is damaged once, it causes another spawn. You get a third spawn right before the lair hits 50%. (correction give - happens at 66%)


If you hit a lair, then any creatures associated with that specific lair that are already out (spawned) will aggro you. What you can do is clear the first wave. Hit the lair once and then peace immediately. You will then get the second wave to spawn. When they spawn they come singlely. So it is possible to kill one of the spawns before the next appears.


After you kill off the second wave. You hit the lair until you are near the 50% 66%point. Then tap it and peace again.


Just so you know. There is a small chance that some lairs will spawn a high end version of the creature after the third wave. This is a single creature of enhanced stats than the regular MOBs you were killing at that lair.



Message Edited by Ackehece on 02-22-2005 12:06 AM



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




HanzoRegana
Tue Mar 08, 2005 3:31 pm
#96






Ackehece wrote:





SethlinNetril wrote:

Money is no problem.


I think this question is very good for a FAQ


Im a Rifleman/Combat Medic with a line in Combat Prowress.


I have armor for PVE, thats not a problem


In fact heres a good piece of info for anyone looking for PVE armor


If your fighting an animal, all you need is Ubese Set with 75% KINETIC. If your fighting NPC's, I advise low encumbrance composite. The only armor I use on Nightsisters is 40% stun, 66% base, 80% kinetic.


PVP though is what im in dark about when it comes to rifleman combat tactics for armor. Do I need 40% stun ? Or can I go for a lower %? Do I only need to wear helmet, chest, gloves, boots? Do biceps and bracers help any?

What is going to be my biggest % to get? I think kinetic since I will have ranged mitigation and that will help against other ranged professions







PvP is nasty - get as high of stun % as you can get same with all the other resists trying for 90% for most resists is what the type pvp'rs have. PSG on top of the stun resist armor 60% or so...


wear the full suit as in pvp players seem to have a higher chance to hit the nonsuited areas. the four piece armor is a bug and that is going away (but 9 piece is also changing as hands and feet after the curb will not be a hit location). ranged mitigation does not stop damage from occuring it just lessens thedamage band so it is good to have both melee and ranged up there.







Wait till the CURB before you base your play style on a certain damage area or weapon, everythings changing.




Medaus Estar
Mandalorian Rangers
Swordsman Master  Teräs Käsi

We may meet again, but until then, may the Force be with you. I've had some great times

Ackehece
Wed Mar 09, 2005 5:19 pm
#97


At lower levels:

You will be slow while you will also be shooting at range.Creatures despawn after you kill them but before you kill their aggro buddies.This makes it so you lose the loot


So a basic solution if you use conceal shot:



  • Conceal shot till the target is almost dead

  • lay a bleed on your target

  • peace

  • move back 20m

  • creature will aggro you but will only come himself and not bring his buddies

  • max sure to be at least 70m away from his friends

  • kill using what every shot will kill target fastest based on pool damage

special thanks to GrafvonSoden and HanzoRegana




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




SethlinNetril
Fri Mar 11, 2005 12:31 pm
#98

what ive been finding to be a good strategy is sniping


I think its alot of fun since before I came a rifleman I had been a melee combatant for the entire length of my character


What I usually do is use a t21 or a dxr6b


I get within the longest range with the highest + range


I go prone, take cover, and then aim before every special attack


Most time I use head shot 3, but sometimes all I have to do is 1 or 2 overcharge shot (just dont use it alot since it can damage the weapon)


Im not in game right now so I cant get the exact ability, but I also use a pretty good combo for knocking people down, been working good so far



U~Sethlin "Imp Da Pimp" Netril ~UUber l337NKitten Tamer of DoomN
X.::Rifleman::.X.::Combat Medic ::.X

Ackehece
Sun Mar 13, 2005 6:01 pm
#99




AP = Armor Piercing (Rifleman speciality as we have the most common uber ap weapon)

AR = Armor Resistance


Four levels of each

AP none light medium heavy

AR none light medium heavy


if AP>AR by1 level you get a 25% damage bonus and if by 2 levels you get a 25% +25% damage bonus

if AR>AP by 1 level you get a 50% damage reduction and if by 2 levels you get a 50% + 50% damage reduction

so AP >= the AR of your target is a good thing


1 thing - if the target is vulnerable to the damage type of the weaponyou are firing or does not have armor at all ArmorPiercing has no effect and is treated as the base case.

Base Case: no AP vs no AR so 1:1 damage

Message Edited by Ackehece on 03-13-2005 06:02 PM

Message Edited by Ackehece on 03-13-2005 07:07 PM



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Ackehece
Fri Mar 18, 2005 7:41 am
#100

Question:

When I use skills like Overcharge Shot 1 and Body Shot 1, is it supposed to use my Action meter? I remember a week ago it didnt, it used some pool that i couldn't find (the numbers appeared yellow)?

Answer:
Ok, firstly, if the damage numbers when using a special appear yellow, then that means that the special has used both health and action (under the RGB colour system red + green = yellow).


Secondly, the amount of HAM used by a particular special attack is dependant on several factors:


  • The attack itself
  • The weapon used (note that all weapons have health, action and mind values when you examine them)
  • How high your secondary stats governing drain are at the time (the stats in question being strength, quickness and focus)

If you are wearing armour then the encumberance value of that armour will be deducted from your secondary stats, resulting in a larger amount of HAM usage by specials. Additionally, if the encumberance values are not spread equally across all three pools (for example if the action encumberance is higher than the health encumberance) then it can skew the resulting HAM drain towards a particular pool (in this case, if the damage numbers when using a special are yellow when unarmoured, then the greater action encumberance when wearing the armour can move the emphasis onto the action pool, therefore changing the damage numbers to green).


Any buffs or food affecting the secondary (drain) stats will have the opposite effect to armour, reducing the HAM usage by special attacks. It's worth noting that if you increase a particular secondary stat to a value of 1500 or higher, then it's associated HAM pool will incur zero damage from special attacks, so it's possible to completely eliminate special attack costs by increasing each of your strength, quickness and focus stats to a net value of at least 1500.


Finally, I thought I should just mention that the secondary stats that I haven'tcovered above(constitution, stamina and willpower) determine the rate at which you regenerate your HAM, and are similary affected by armour and food/buffs. Although they do not have an immediate effect on the cost of special attacks, they obviously can still be of help (particularly in a longer fight) and shouldn't be forgotten!





take from the marksmen forum :


Question by Orimo


Answer by Craphamster




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




bindzor
Fri Sep 02, 2005 11:18 pm
#101

Testing this thing

Message Edited by bindzor on 09-02-2005 11:20 PM



Unlocked: 2-08-2004

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bindzor
Fri Sep 02, 2005 11:24 pm
#102

work!!< /A>

Message Edited by bindzor on 09-02-2005 11:24 PM



Unlocked: 2-08-2004

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bindzor
Fri Sep 02, 2005 11:47 pm
#103

Clicky

Message Edited by bindzor on 09-02-2005 11:47 PM

Message Edited by bindzor on 09-02-2005 11:48 PM



Unlocked: 2-08-2004

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bindzor
Fri Sep 02, 2005 11:49 pm
#104

Clicky< /a>

Message Edited by bindzor on 09-02-2005 11:49 PM



Unlocked: 2-08-2004

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