Rifleman Archive
Thread: Three Rifleman Questions (one of which this forum is probably sick of reading):
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Aden_Nak
Fri Nov 12, 2004 2:01 pm
#1
Wow, things HAVE improved since the Dark Ages of Rifleman, if that's the case. My original, original build was actually Rifleman/Squad Leader, but that was a hopeless exercise in death and disappointment at the time, since I couldn't simultaniously hit my Squad Commands AND keep myself well out of melee range. Perhaps I should give that another go.
And it's nice to know that I don't have to dump so many points into Master Marksman, though I think I will hold onto my crazy-mod D18 for a little while anyway.
And thanks for the informative reply. I really do appreciate it.
And it's nice to know that I don't have to dump so many points into Master Marksman, though I think I will hold onto my crazy-mod D18 for a little while anyway.
And thanks for the informative reply. I really do appreciate it.
Cpl_Fisher
Fri Nov 12, 2004 10:03 pm
#2
i have master marksman becuase its a prereg for commando, and I love the commando to much to give it up, Fencer and TKM are good choices to complement rifleman, I liked fencer more for the state defenses but that's your choice.
Aden_Nak
Sat Nov 13, 2004 1:46 am
#3
So, I haven't played in over a year, but I am coming back to Rifleman, and I have a pair of questions I couldn't find the answers to on this board.
Question 1: Is the D18 Blaster still the sidearm of choice for Riflemen? I remember just as I left, a LOT of Riflemen that were not going all the way up the Marksman skill trees noticed that the D18 as a sidearm (if experimented, sliced and modded) made for a VERY effective weapon in case your target closed the distance to you. Often, I had to get a Weaponsmith to make me one special, since there is almost NO demand for them, but it was WORTH IT. And since it's certification comes with Marksman, you could use it without spending skillpoints and still have a close-range weapon that performed almost as well as the pistols two or three boxes up. Does anyone still do that sort of thing?
Question 2: Is Master Marksman pretty much a requirement for Master Rifleman at this point? I know it adds a speed benefit, which can stack with the T-21. Is said benefit considered a must, or are Riflemen still effective without doing all of Marksman? (I guess if the answer to this is that you have to do Master Marksman, Question 1 becomes a moot point).
Question 3: Is there any one other combat profession that Riflemen prefer to compensate for their utter lack of close quarters efficiency (assuming this is still a problem). I've heard Pistoleer, TKA and 2 Handed Swordsman, but never with much conviction. Are Riflemen still MOB fodder inside of 30 meters? And if so, is there any one other Profession that helps us overcome "Reverse Kiting"?
Question 1: Is the D18 Blaster still the sidearm of choice for Riflemen? I remember just as I left, a LOT of Riflemen that were not going all the way up the Marksman skill trees noticed that the D18 as a sidearm (if experimented, sliced and modded) made for a VERY effective weapon in case your target closed the distance to you. Often, I had to get a Weaponsmith to make me one special, since there is almost NO demand for them, but it was WORTH IT. And since it's certification comes with Marksman, you could use it without spending skillpoints and still have a close-range weapon that performed almost as well as the pistols two or three boxes up. Does anyone still do that sort of thing?
Question 2: Is Master Marksman pretty much a requirement for Master Rifleman at this point? I know it adds a speed benefit, which can stack with the T-21. Is said benefit considered a must, or are Riflemen still effective without doing all of Marksman? (I guess if the answer to this is that you have to do Master Marksman, Question 1 becomes a moot point).
Question 3: Is there any one other combat profession that Riflemen prefer to compensate for their utter lack of close quarters efficiency (assuming this is still a problem). I've heard Pistoleer, TKA and 2 Handed Swordsman, but never with much conviction. Are Riflemen still MOB fodder inside of 30 meters? And if so, is there any one other Profession that helps us overcome "Reverse Kiting"?
jphillips1868
Sat Nov 13, 2004 1:58 am
#4
1. There is no need to switch weapons once you get close. Just keep spaming specials with your T21, even if in melee range.
2. You are better off not getting master marksman and getting the extra speed points from skill tapes, although this can be pretty expensive, and saving your self all those extra skill points. The +5 to speed is about the only reason to get master marksman, unless you need it for some other profession.
3. As long as your buffed and armored, you won't have a problem up close. If you want extra melee defenses, Fencer has excellent defenses. Personally, I perfer TKA. If you are only going to do part of a melee profession rather than master it, make sure you get the branch that has Melee Damage Mitigation.
Good luck.
Iridescence
Sat Nov 13, 2004 12:37 pm
#5
Rifleman today is one of the most powerful combat professions (at least in the Ranged World) in the game, regardless of range usually... AS LONG AS YOU'RE MASTER. To some degree even 4/4/4/4 rifleman is very slow and inaccurate, particularly at close range. Master rifleman is a ridiculously huge step forward.
Rifleman/Squad Leader could probably have quite a bit of success nowadays, though you might have problems pre-Master.
Personally I vouch for Rifleman/Swordsman, they complement each other nicely since you can always target mind specifically with rather devastating attacks. Swordsman (to a degree) covers up the melee defense holes in rifleman, just as Rifleman does the same for ranged defense in Swordsman. Plus you also have very viable pvp-level weapons with Energy, Kinetic, Blast, Acid, and Stun damage.
Rifleman/Squad Leader could probably have quite a bit of success nowadays, though you might have problems pre-Master.
Personally I vouch for Rifleman/Swordsman, they complement each other nicely since you can always target mind specifically with rather devastating attacks. Swordsman (to a degree) covers up the melee defense holes in rifleman, just as Rifleman does the same for ranged defense in Swordsman. Plus you also have very viable pvp-level weapons with Energy, Kinetic, Blast, Acid, and Stun damage.
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