Rifleman Archive

Thread: Rifleman+Carbineer

TrekDude
Wed Jun 16, 2004 7:51 pm
#1

Think this would be a good base template? Then add some medic, scout or fencer defenses?



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Always be ready to give an answer. ~ 1 Peter 3:15


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CrashNgoBoom
Wed Jun 16, 2004 8:37 pm
#2

I don't know much about the carbineer skills, however I do know that you can't use rifle specials with a carbine and vise versa. Also, the carbineers counter-attack will not work while holding a rifle and vice versa. It may be fun to play as it will give you a variety of ranged attacks but you'll be switching weapons in combat an awful lot which may not be that bad if you set up all your specials as macro's that include selecting the right weapon. It will bit you in the arse though when the combat balance come out and there is a delay when switching weapons.



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Vascillator
Wed Jun 16, 2004 9:27 pm
#3

the only really good thing youll get as carbineer is a ranged kd attack which could be usefull in pvp to make kiting against brawlers easier...oh and the animation looks funny too



SSG. Vascillator
KDS - Crimson Guard

"My name is Legion, for we are many".
TrekDude
Fri Jun 18, 2004 11:54 pm
#4





Ok, here's what I'm thinking. master rifleman, master carbineer, TKA 4-0-0-0, novice medic. That leaves me with17 extra SP, which I could maybe get some ranged support or some more medic with.

Either that, or I could go: master rifleman, master carbineer, fencer 4-0-4-0(or fencer 4-4-0-0), novice medic.


Message Edited by TrekDude on 06-19-2004 12:27 AM



---------------------------------------------------------------------------------
Always be ready to give an answer. ~ 1 Peter 3:15


-~-As for May power there is with you-~-
XaverriJade7
Sat Jun 19, 2004 12:29 pm
#5

When you get MR/MC, let us know how the Flurryshot2 +Chargeshot2 combo works out. The idea of one person landing multiple ranged Dizzy/KDs sounds nice- if it works





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