Rifleman Archive

Thread: THOSE DARN FENCERS HELP ME OUT HERE!!!

FistMasterImp
Wed Jun 30, 2004 10:20 pm
#1

How do we go 1 on 1 agaisnt fencers i am tkm/rifle whether I am using my VK or my rifle I cant hit the buggers.... Help if you have any tips on how to fighr Fencers...



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Cauil
Thu Jul 01, 2004 4:18 am
#2






FistMasterImp wrote:

How do we go 1 on 1 agaisnt fencers i am tkm/rifle whether I am using my VK or my rifle I cant hit the buggers.... Help if you have any tips on how to fighr Fencers...







I'm also a TKA/Rifleman and have run into the very same problems. I actually asked a similar question on these boards a little while back and got some great advice. First, accuracy foods will help, then applying state effects such as stun or if you're up close, intimidate. Of course if you can effectively kite them so they never get a chance to hit you that would help a lot. Additionally using aim to land the first stun shot which will drop their defenses is helpful, I now have a macro that runs aim 3 times then my ranged stun attack, after which I land a few good mind bleeds and start on Head Shot 3, but don't forget to keep that stun state on them.


Personally I think that fencers are a tough profession to fight, keep in mind that as a rifleman we want to keep out of their range but in ours, so I really suggest trying to kite them as much as possible. If they get up close you might land on your back with a dizzy in which case you might be toast right there. A stand macro might help, and you can try knockdown foods but they don't always work and the fencer will just switch to lunges. Almost all fencers will also make use of the stun baton, so you should have a stun suit and a good PSG (this helps against your fellow rifleman too). Finally if you have to burst run away from them to kite them, keep in mind that they can just burst run to you to catch up, but not if you use your dizzy shot and keep them dizzy, the dizzy state does not let you burst run. Taking that into account I would land a stun, then dizzy on a fencer and keep those states on him, and try to stay out of range, running if I have to and watching where I run so I don't get stuck and let him catch up.


Anyway, hope this helps, good luck.




Cauil
BlasterForHire
Thu Jul 01, 2004 6:08 am
#3

good advice in there.

i'd add a couple of things:

1.) pay attention to the accuracy mods on your weapons. not all guns are created equally, and sacrificing 10 max damage for +10 accuracy is a good tradeoff.

2) the new weapon delay will obsolete this tactic, but if you're desperate, you can use a high accuracy gun like a DXR6-B to stick a stun, then switch to a high damage T21 or jawa, depending on the guy's armor situation. again, with the new delay, I think this stops becoming viable.

3.) excellent point about using dizzy to prevent a burst run. also, it's highly advisable to pick up ranged spt 4 in the marksman tree if you can free the skill pts, as suppression fire gives you a chance for ranged dizzy/kd when used with flurryshot1 or 2.
OditeFosore
Thu Jul 01, 2004 8:03 am
#4

Acer's right on the money. Tactics are changing. I would have recommended you get a WS to make you a range modded gun with +120 ideal range, plop a 32% ideal range pwp on it, and eat a citros snow cake for +40 accuracy, stick your stun, then your dots, and then pound them with your damage weapon and come back an tell us how you did. That's a bit obselete now with the changing weapons delay. Here's what I've been doing since the release.


Almost exclusively use my DXR6 in PVP now. Reason being it has good damage, AP2, PSGs are vuln to it, and it has +100 ideal range - which is most important. I put an accuracy pwp on it and I eat my normal food - synthsteak early, 2 brandies, 2 canape, a citros snow cake and an air cake (I'm also a fencer). I powerthe dxr6 upwith a range mod powerup. When we start out I stay stopped - the accuracy mods are way better if you're not moving. I shoot flushing shots till they're stunned and I immediatley follow with a stack of intimidates. Once they're stunned, you can stick a mind bleed and start the headshot3's. As soon as you've stuck the stun with flushing2 you can immediately switch guns if it's been at least 3 seconds. If it hasn't been three seconds you'll switch over as soon as the time's up. Since you've stuck a flushing, you can start kiting, as their defenses will be low enough you'll hit fairly well.


If you try to hit a fencer with a poor range mod gun and no accuracy food in you with just damage shots and no flushing shot, you will hit about 1 in 6 in my experience. If you use range modded guns, accuracy food, and go straight for sticking a stun, you'll hit with any gun at least 1 out or 2.



♣Odite Fosore Rahu Coteau
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Waste93
Thu Jul 01, 2004 10:50 am
#5

Land a stun on them. This will lower their defenses and make them much easier to hit.



Colonel Waste - The Wookiee Crusader
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