Rifleman Archive
Thread: Fire Squads, Its the coming thing
Possibly 4players which could be agmented with additional players, a squad leadskilled personas leader or to communicate the orders from the commander or leader.ALong witha combination ofskillsthat could produce the highest fire rates possibleto ensure finishing the mission.Could be combat related or infiltration related. Whatever the mission calls for.
Tank+high damage dealers+ controllers+healers.
You get the tank in there to soak up all the damage (take your pick of the melee classes, SWG's abitlity to multiclass means just about anyone of them can be a tank). You get your healers in there to keep the tank alive, then the controllers (carbineers, pikemen, whatever) keep the stats applied like dizzy, knockdown, stun, intimidate. Lastly the heavy hitters (riflemen, commadnos, 2h melee) pound the thing into submission because everyone else is keeping them safe and keeping the target(s) in line.
Its a tried and true formula. Of course there are variations.. like the one stated by cpl fisher, which is also my preferred method. Kill it before it even gets close to you, or have it so badly damaged that it doesn't last long once it does.
Its still a little early to start real speculation and planning, hopefully we will see the class roles/definitions released in this weeks friday feature. That should help out alot.
debate about anything post CURB is just speculation, the deal is done and we have to wait to see what we get
Cpl_Fisher wrote:
Right now, a group of speedcapped rifleman and Carbiners with Bh carbine tree, led by a Sl, can mow just about anything in there path.
RebRifle wrote:
no carbineers are way effective they can keep people on there ass while rifleman slaughter.
You just never met a good carbineer.
qfe
if the carbineer knows what he is doing they are completely deadly.
btw: my brother just found a 109-517 1.2 speed Krayt laser carb for 700k today (steal of the century). I don't want to duel him anymore ....
Just to make sure the point sinks in QFE again
Ackehece wrote:
RebRifle wrote:
no carbineers are way effective they can keep people on there ass while rifleman slaughter.
You just never met a good carbineer.
qfe
if the carbineer knows what he is doing they are completely deadly.
btw: my brother just found a 109-517 1.2 speed Krayt laser carb for 700k today (steal of the century). I don't want to duel him anymore ....
Cpl_Fisher wrote:
Just to make sure the point sinks in QFE again
Ackehece wrote:
RebRifle wrote:
no carbineers are way effective they can keep people on there ass while rifleman slaughter.
You just never met a good carbineer.
qfe
if the carbineer knows what he is doing they are completely deadly.
btw: my brother just found a 109-517 1.2 speed Krayt laser carb for 700k today (steal of the century). I don't want to duel him anymore ....
black666label wrote:
Cpl_Fisher wrote:
Just to make sure the point sinks in QFE again
Ackehece wrote:
RebRifle wrote:
no carbineers are way effective they can keep people on there ass while rifleman slaughter.
You just never met a good carbineer.
qfe
if the carbineer knows what he is doing they are completely deadly.
btw: my brother just found a 109-517 1.2 speed Krayt laser carb for 700k today (steal of the century). I don't want to duel him anymore ....
eat some KD food n00b. Against defense stackers carbineer is useless and against jedi carbineer is useless. No reason for carbineer with the way the system is now.
I've been a carbineer before and rifleman is way better. Sure all those AOE's are great but it's not cool that every one of them does the samething.
Thakitolo protects against posture change down how? oh yea it doesn't. a blinded, stunned dizzied jedi does what? Dies fast. THE ONLY non jedi to get the best of my alt, who is a zabrack Fencer Pistoleer 0/0/4/0 master rifleman with stun BE clothing was a Master carbineer BH carbines.