Rifleman Archive
Thread: Feedback: Master Rifleman or master carbinner?
Tarkin2034 wrote:
what do you guys think?
silly question to ask in the rifleman forums
the answer here will always be Rifleman.
Tried both, but liked rifles more. I was Master Rifles/Master Carbines for a little while and to me rifles has more choices in regards to specials. Carbines on the other hand only had 1 special I noticed that could be benificial and that was leg shot. In the end I ended up with this template:
Master Rifleman (Head Shot,Cover,Cover Shot and Sniper Shot)
Master Pistols (Stoping Shot)
Master Marksman (Extra Speed and Accuracy)
Carbines 0/4/2/0 (Leg Shot, Extra Accuracy and Defense)
Combat Prowess 2/4/0/4
Enhanced Reflexes 4/4/0/0
This has been working really good for me. Plus I can max out XP for Pistols,Carbines and Rifles. This comes in handy when going to the village.
General Ranged Accuracy +261
Melee Defence +145
Ranged Defence +205
General Ranged Speed +67
Message Edited by MD_Bathar on 05-27-2005 11:37 AM
SpawnofHell wrote:
AoE, are just annoying now cause u cant kill stuff fast enough once too many attack u say hello to the floor. though a Snare AoE i think would be too powerful.
Let me put it this way:
My two characters are..........
Master Rifleman/Carbineer/Marksmen/ 3-4-0-4 Pistoleer
&
SpawnofHell wrote:
AoE, are just annoying now cause u cant kill stuff fast enough once too many attack u say hello to the floor. though a Snare AoE i think would be too powerful.
hehe master smuggler/master commando if you have this template has a AoE Root for 40 sec just take the lighting beam rifle and shot advanced concustion shot from 40m everything in a 15m ratius from the target will get rooted.... same with flamethrower....