Rifleman Archive
Thread: Question about master rifleman pvp....
james2121 wrote:
I am a master Rifleman and was wondering what some good combos/attacks to use in pvp and what kind of gun should I use..
Rifles: Jawa for non-stun layerd oppenents. T21 for most others. A good DXR-6b can also be useful.
Best combos: Flushingshot2 to stun them, Flurryshot2 to dizzy them, then:
If you are attacking randompool: Either Flushingshot2 or Strafeshot2 until dead (Flushing2 has a higher DPS until the cap).
If you are attacking mind: Mindshot3 until they are dead (or Headshot2 if you are concerned about mind use).
Options:
If they are dizzy and you have SupressionFire1 (from Ranged Support IV), you may achieve a Dizzy/KD when they try to get up.
If you expect the battle to go a while, shoot Mindshot2 to set a bleed.
If their mind is low already, it is sometimes better just to start hitting them hard with Headshots and take them out before they can react.
If they are grouped, then Strafeshot2 or Flushingshot2 will be attacking multiple targets at once. On the other hand, attacking multiple targets at once may get multiple targets at once attacking you. Inthe confusion of a large battle, it is often wise to concentrate your fire on one target, kill it quickly, then move out on to the next.
Sotaudi wrote:
james2121 wrote:I am a master Rifleman and was wondering what some good combos/attacks to use in pvp and what kind of gun should I use..Best combos: Flushingshot2 to stun them, Flurryshot2 to dizzy them, then:
Options:
If they are dizzy and you have SupressionFire1 (from Ranged Support IV), you may achieve a Dizzy/KD when they try to get up.
good advice from sotaudi. Only one problem here-- if you're going to use suppression, don't open with a flushing shot. Flushing2 has a posture up, and activates the 30s posture change timer, thereby automatically causing the suppression to fail.
i use a pair of flurries and a suppression with a high accuracy gun to start fights.
Incorrect. The timer only applies to that special. As a carbineer I noticed that if chargeshot1 missed or failed, chargeshot2 could still KD them.
BlasterForHire wrote:
good advice from sotaudi. Only one problem here-- if you're going to use suppression, don't open with a flushing shot. Flushing2 has a posture up, and activates the 30s posture change timer, thereby automatically causing the suppression to fail.
I was getting 0 successful suppresses, and couldn't figure out why. I took the flushing shots out of my macro (flushing2, flurry2, suppress became flurry2, flurry2, suppress) and they started working again.
Message Edited by BlasterForHire on 05-14-2004 02:03 PM
I believe the problem is that you "missed or failed". The above example did not miss. Therefore you can not chargeshot1 and kd a target and then with in 30 secs do a chargeshot2 and knock them down again if they got up already.
Achilles467 wrote:
Incorrect. The timer only applies to that special. As a carbineer I noticed that if chargeshot1 missed or failed, chargeshot2 could still KD them.
BlasterForHire wrote:
good advice from sotaudi. Only one problem here-- if you're going to use suppression, don't open with a flushing shot. Flushing2 has a posture up, and activates the 30s posture change timer, thereby automatically causing the suppression to fail.