Rifleman Archive

Thread: Just attained Master Rifleman... I am in awe.

Digito
Wed Dec 08, 2004 10:56 pm
#1

Sheer awe. That's all I'm feeling mowing down everything that so much as blinks at me wrong. That Master Box makes such a massive diffrence it isn't even funny, suddenly I'm having NO trouble with.. well, ANYTHING on Dantooine.



I just can't quite seem to get the hang of using StrafeShot2... any tips of effectively using it? I understand what it does just fine, I just can't seem to get the hang of using it effectively in a fight yet. (Too used to Headshot spamming.) Thanks in advance, much appreciated!


It's soo good I'm actually taking it and Master Marksman up on TC for my FS grinding char as well It's really quite awsome! This is gonna be one of those professions I just can't bring myself to drop, yanno? Combined with TKM... I feel completely unstopable in PvE. Ab. So. Lute. Ly. Un. Stop. A. Ble.




Digito Byte
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Waste93
Thu Dec 09, 2004 12:39 am
#2

/Congrats and enjoy.


What exactly is the problem you are having with StrafeShot2?



Colonel Waste - The Wookiee Crusader
WayneInAustin
Thu Dec 09, 2004 9:02 am
#3

Here are the detailed instructions for using StrafeShot2 effectively:

1. Make sure target is in front of you and is within 64m

2. Pull Trigger


(Sorry... just really not much more to it than that for the most part.. almost silly, isn't it?)




____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


Va-Mei
Thu Dec 09, 2004 10:49 am
#4


When I see MRs having issues with ss2, it's usually because they're not drawing enough agro; it doesn't do squat to targets that aren't agro'd on you.


I use SS2 in one of3 ways...


Lairs. Take a knee 60m from the lair, pick off any targets that are out of SS2's arc, then target the lair & spam ss2 till the job is done. By attacking the lair, every mob associated with that lair is now agro'd on you, and can be hit with the SS2. Don't just load the action que and expect to watch the fun though... any time you kill a creature, that que is going to empty out. When the lair pops, if there are any critters left, target the farthest one away and keep going. Once they're all inside 30m, switch to HS3 and finish them off.


NPC groups: Find a position where all the NPCs will be in the cone area of the SS2, then rapid fire, hitone target in the area with one ss2 [tab] to the next, repeat. Once you have several agro'd, open fire on them all.


Melee: We might be able to blow a magazine of rounds through a dime at 60m without touching the edge, but a rancore at 0m? That's a coin toss. If a target does get to melee with me, I'll target something at a distance behind that mob and strafe it. If you hit the far target, and we always do, then you'll hit the near target with the cone effect.


A last thought... for the peskier targets, don't forget states & effects. Stun something, and it's defences will drop. Change posture up against another ranged combatant will keepthem from attacking you for a moment, and reduce both their ranged defence & accuracy. If they're dizzy and willingly change posture, they'll fall down. One or two states/effects stuck before a barage of strafes (or HSs), will make a big difference on those high end targets.
Cpl_Fisher
Thu Dec 09, 2004 2:08 pm
#5






Va-Mei wrote:


When I see MRs having issues with ss2, it's usually because they're not drawing enough agro; it doesn't do squat to targets that aren't agro'd on you.


I use SS2 in one of3 ways...


Lairs. Take a knee 60m from the lair, pick off any targets that are out of SS2's arc, then target the lair & spam ss2 till the job is done. By attacking the lair, every mob associated with that lair is now agro'd on you, and can be hit with the SS2. Don't just load the action que and expect to watch the fun though... any time you kill a creature, that que is going to empty out. When the lair pops, if there are any critters left, target the farthest one away and keep going. Once they're all inside 30m, switch to HS3 and finish them off.


NPC groups: Find a position where all the NPCs will be in the cone area of the SS2, then rapid fire, hitone target in the area with one ss2 [tab] to the next, repeat. Once you have several agro'd, open fire on them all.


Melee: We might be able to blow a magazine of rounds through a dime at 60m without touching the edge, but a rancore at 0m? That's a coin toss. If a target does get to melee with me, I'll target something at a distance behind that mob and strafe it. If you hit the far target, and we always do, then you'll hit the near target with the cone effect.


A last thought... for the peskier targets, don't forget states & effects. Stun something, and it's defences will drop. Change posture up against another ranged combatant will keepthem from attacking you for a moment, and reduce both their ranged defence & accuracy. If they're dizzy and willingly change posture, they'll fall down. One or two states/effects stuck before a barage of strafes (or HSs), will make a big difference on those high end targets.






Very good advice, listen to then man.



Member of the Rock alliance.
CO of DD 214
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"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
ScruffyNerfH
Tue Dec 14, 2004 5:04 pm
#6

What's the advantage to using strafeShot2 versus flushingShot2? Every damage per second calculator I've seen says that FS2 is better and you stun the target too. Is it just the extra one-shot damage that you guys like?



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Ahazi : Mesi - Master Rifleman, 2222 Creature Handler, 4040 Ranger, Master Scout - forever; Currently a Spy.


Valcyn: Slisxi - NGE noob


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Waste93
Tue Dec 14, 2004 7:00 pm
#7






ScruffyNerfH wrote:

What's the advantage to using strafeShot2 versus flushingShot2? Every damage per second calculator I've seen says that FS2 is better and you stun the target too. Is it just the extra one-shot damage that you guys like?




The closer to the speed cap you are, the better StrafeShot2 becomes vs FlushingShot2.




Colonel Waste - The Wookiee Crusader
ScruffyNerfH
Wed Dec 15, 2004 10:31 am
#8






Waste93 wrote:





ScruffyNerfH wrote:

What's the advantage to using strafeShot2 versus flushingShot2? Every damage per second calculator I've seen says that FS2 is better and you stun the target too. Is it just the extra one-shot damage that you guys like?




The closer to the speed cap you are, the better StrafeShot2 becomes vs FlushingShot2.







That doesn't really explain it or I just don't get it. Are the DPS calculators wrong? They take into account the speed @ master (+90) and caps, etc. Based on the calculator I use you'd have to have a rifle with 3s speed to cap @ +90 rifle speed. I've never seen such a gun. FS2 also adds a helpful state which I would think would push it over the top all things damage-wise being equal. Are you guys +95 for being master marksmen too or using heavy-duty AA/CAs to get above +90?



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Ahazi : Mesi - Master Rifleman, 2222 Creature Handler, 4040 Ranger, Master Scout - forever; Currently a Spy.


Valcyn: Slisxi - NGE noob


###########################################################

Ackehece
Wed Dec 15, 2004 10:47 am
#9






ScruffyNerfH wrote:





Waste93 wrote:





ScruffyNerfH wrote:

What's the advantage to using strafeShot2 versus flushingShot2? Every damage per second calculator I've seen says that FS2 is better and you stun the target too. Is it just the extra one-shot damage that you guys like?




The closer to the speed cap you are, the better StrafeShot2 becomes vs FlushingShot2.







That doesn't really explain it or I just don't get it. Are the DPS calculators wrong? They take into account the speed @ master (+90) and caps, etc. Based on the calculator I use you'd have to have a rifle with 3s speed to cap @ +90 rifle speed. I've never seen such a gun. FS2 also adds a helpful state which I would think would push it over the top all things damage-wise being equal. Are you guys +95 for being master marksmen too or using heavy-duty AA/CAs to get above +90?






yes that is the case... move speed = SS2 eventually overtakes and surpasses FS2 in all categories (except the stun)


check that damage calc again at 92 95 and 97 speed.... for both flushing2 and strafeshot2 - it truely is amazing




"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




ScruffyNerfH
Wed Dec 15, 2004 10:58 am
#10

Ok. I see the light. I realize now what all the fuss is about with Rifle AA and why there are so expensive. Just +92 or +93 makes big difference and lookout with +95 or over - you can cap a slow heavy T-21 alot more bang.


Thanks guys. Now if only I had millions of credits to buy some AAs and oh yeah ... finish grinding out to Master.





###########################################################

Ahazi : Mesi - Master Rifleman, 2222 Creature Handler, 4040 Ranger, Master Scout - forever; Currently a Spy.


Valcyn: Slisxi - NGE noob


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