Rifleman Archive
Thread: RM/CH/rest?
MrTopi wrote:
I am a master scout, going for MRM/MCH combo (rifle+creature handler).
I am CH 2223, RM 2232 for the moment. Flushing shot 2 will get me to master RM quite soon with level 31 pet tanks. Got FS2 day before yesterday...at last. I don't power grind, am casual player max1 hr/day.
Good for you- grinding is garbage
Sadly, mastering those 3 skills leaves me too little skill points to keep novice medic for stim packs. I also have a side business selling some radioactives...and would like to keep novice artisan.
Ah, it's so hard to decide what to keep and what to lose... 10 million for an extra 50 skill points!!
1. should I keep master scout or surrender the master title (sigh) and ditch trapping, which I never use?
Keep it if knowing CLs is important to you or if you plan to harvest and sell hides/bones/meat
2.should I fill up marksman/rifles (the beginner skill)? I have ranged support III for the moment?
Get at least Marksman Ranged Support I for /aim. After that, either go up to Ranged Support IV for /suppressionfire or just stay at Support I.
3. will I be able to keep my economy on a upward trend selling loot?I am doing quite nicely selling radioactives (got a BER14 fusion ion gen, will buy a couple more soon).
Loot can pay all your expenses (plus more) depending on what you hunt. High level stuff should be enough, but unless you really dedicate yourself to it, it's best to have a harvester as well. I do fairly well selling loot and things, but really like to keep a harvester running in a stationary spot near home. If the resources are junk, I sell to grinders and can make a nice profit. If something good shows up, I can sell it to serious crafters for a very nice profit. I have 0 SP in Artisan, but can easily check the resources spawning wherevermy harvester is by mining up 1 unit of each and have it mine whatever is best
4. maybe ditch scout altogether and put more to medic and artisan...although I need maskscent for my creature handling... It's nice to be able to see more stats on the beast as a master scout as well.
You can have Master Scout/CH/Rifleman with Novice Medic and have 3 points left over. I suggest putting 2 into Ranged Support I for /aim and a tad more defense.Novice Medic ispretty powerful- those stim Bs can heal quite a bit. Unless you plan on getting near Master Medic, Novice should work for you just fine.
5. Is loot/organics sales a good way to get rich (yes, I know armorsmith is the best)?
It can be. If you will be getting resources in moderate-large quantities, you will always be able to sell it to grinders if not serious crafters.
6. How do you guys sell loot? On a vendor? How do you get customers then? I hate spamming...
Don't spam, hahaFind a friend with a loot vendor and have them help you out OR place it up for auction on your galaxy's trade forum (my preference).
Just some thoughts, if anybody would like to comment. Let's limit the discussion to Master CH/Master RM at least OK? Any constructive thoughts are welcome! Well, slightly off-topic but since I am mostly doing rifles today, I put it here.
Hope I answered all your questions adequately. The most important thing to keep in mind when designing a template is to have fun, so my suggestions may not all be goodfor you. Best of luck!
Greetings from Sweden!
Sweden rocks
Message Edited by XaverriJade7 on 05-12-2004 06:20 AM
If you go MRM and MCH without MS you have 52 Skill points left. Now with those 52 you can bea novice Medic, Novice Artisan and still ahve 22 to play with. You can maintain that ranged support and stil bea 1030 and use stims C on your pets and a 0001 Artisan.
I don't think master scout is worth it. You don't get anything for it and have to keep traps and camps. These are now useless... they serve no point in the game. As to artisan and having one or more harvesters I think that is a good idea and medic, well can we leave without it?
Arianrhod,
High Kicking Fencer on Kauri
I am a MCH working on MRM.
I was a master scout too as you, but i dropd all scout skills except those needed for CH. So ionly have Exploration and hunting 4. Im marksman i only have rifel 1 to 4 and no others, but i guess if you want a bit more speed/accuray you would want the supports too.
Dropping Mscout only hurts the first few days. Now when i see a baby with stats i like i either go to www.swgcreatures.com and look up the lvl or just go ahead and try to tame it. After you tame it you can then see what lvl it is.
And for money.. I have a few frinds with contacts that need meat and hides. They usealy tell me "hey we need Yavian insect meat, we can sell it for 30cpu" and i then just go hunt that.
The rest of my skills are lockd up in medic 3-2-4-2
Odite and Michael_Rem,
Great info guys, I'm leaning towards dropping M-Scout and keeping Exploration 4 and hunting 4.
Thanks a lot!
XaverriJade7 wrote:
......
Sweden rocks
Thanks, wow, nice answers there mate. Finland rocks too -- was born there
I find I CAN use my pets to tank krayts and nightsisters, I just have to fight in close near my pet (about 10-15m away at most) and every time my pet drops to half in any bar I duck in close and drop a stim D or 2 and a pet stim on the pet. Using this technique I've soloed several canyon krayts without my pet dying or me dying (I did use quite a bit of food for mind, dodge and damage reduction - namely brandy x2, vagnerian x1, synthsteak x1 and aircake x1) although I do find I take a hit or two myself while going in to heal the pet so buffs and reasonable kinetic armour are a must. I used headshot 3 and mind shot 1 and 2 to bring the krayt down reasonably fast (around 20-30 mins I think not sure on the exact time taken).
As far as money making goes I wouldn't recommend krayt hunting or nightsister hunting as a good everyday money maker (loot drops are somewhat random and you may have a fair few dry days).
I personally do solo Janta missions for most of my day to day income, the 20k ones need you to have a group level of 50+ which is easily doable with 1 or 2 pets totalling Clvl70 and a probe droid (clvl 19 for my one). If you use buffs, brandy and armour they are easily soloable without the pets at your side so I tend to leave my pets in town for speed. It takes around 10 mins for me to do each set of 2 so about 700k is very possible in cash from a set of buffs (3 hours). Jantas also drop heavy leather, janta blood, mind poisoning janta knives and janta hide all of which are useful drops that can be sold (Janta hide can be tricky since alot of armoursmiths don't appreciate its uses).