Rifleman Archive
Thread: New rifleman, how do you hunt? :)
My GF is a creaturehandler + Rifleman.. we were grouping one day, and I noticed her damage on some of the bigger mobs we were hunting was huge... Shes only 2/0/0/1 rifleman, and doesnt worry about rifle skills much...
My question is how would one hunt if they were raising rifles and not using CH at all... I noticed if I sneak up to a few mobs, in prone I can get usualy 2 shots off before they run at me... I also noticed the description of "Conceal shot" says I should be able to hit one mob, and the others not notice...
What would be your general way to destroy a quneker lair on dant? I bought a spraystick last night, and tried to hunt on Yavin and would get just one and spam headshot 2, but it would take forever to get a kill, and if it wasn't for a suit of composite armor, I would have been dead a long time ago... Any tips you may have would be greatly appreciated by this noob =) Also, which line is the best to go up first? The line with +Accuracy?
Until I got my AOEs I didn't even think about Quenkers. I spent most of my time grouped with buddies who would handle all the tanking or I'd use my Wrix and Gurrcat. (I know you said without CH but that's what I had to do.)
You can, though I am not a fan, take out a layer using conceal shot and plenty of Brandy / Muon. For my ownenjoyment I refuse to spam conceal... I lead off with it once on each available crit then open up with an AOE. If you're a scout Lecapine and Wire Mesh traps will allow you to hit a creature and make them stay put for a few seconds... this also helps you to spam headshot or mindbleed. I think the Bone Spur will also do mind damagethis'llgive you an edgewhile you're rattling the gray matter.
IF you really want to hit quenkers or higher level mobs without a pet? You're gonna need to learn some Brawler or Pistol skills and be willing to switch over for close combat. Spraystick is nice butwith apistol you might get some better benefits at pointblank.I also have had a ton of trouble finding really good Spraysticks. Early in my Rifleman career (those occasions where I decided to solo) I mastered Marksman and ran Half of Pistoleer just protecting myself in close combat. Course I dropped it 'cause Rifleman has been my goal since day one.
-WB
WildBil2Me wrote:
Until I got my AOEs I didn't even think about Quenkers. I spent most of my time grouped with buddies who would handle all the tanking or I'd use my Wrix and Gurrcat. (I know you said without CH but that's what I had to do.)
You can, though I am not a fan, take out a layer using conceal shot and plenty of Brandy / Muon. For my ownenjoyment I refuse to spam conceal... I lead off with it once on each available crit then open up with an AOE. If you're a scout Lecapine and Wire Mesh traps will allow you to hit a creature and make them stay put for a few seconds... this also helps you to spam headshot or mindbleed. I think the Bone Spur will also do mind damagethis'llgive you an edgewhile you're rattling the gray matter.
IF you really want to hit quenkers or higher level mobs without a pet? You're gonna need to learn some Brawler or Pistol skills and be willing to switch over for close combat. Spraystick is nice butwith apistol you might get some better benefits at pointblank.I also have had a ton of trouble finding really good Spraysticks. Early in my Rifleman career (those occasions where I decided to solo) I mastered Marksman and ran Half of Pistoleer just protecting myself in close combat. Course I dropped it 'cause Rifleman has been my goal since day one.
-WB
These are good suggestions but a better one, iow one that will keep giving you rifle xp, is to go up ranged support for Warning shot. Use the big gun to shoot the critter while prone, as it runs at you switch to the spraystick and start shooting Warning shot as soon as it sticks hit peace, let it run away, switch back to big gun and rinse and repeat. I actually started using an e11 instead of the spraystick for this, but that is just me.
I would use Max Damage/Mind ones with a T21. The Max/Min Dam go well with Laser Rifles.
Also, if you have scout, take advantage of your terrain negotiation. Many times the delaying effect of hills gives you just enough time to land one or two headshots, or a needed heal.
The key here is that you must use specials to kill quickly. Using autofire will just not do the job.
beamstalk wrote:
These are good suggestions but a better one, iow one that will keep giving you rifle xp, is to go up ranged support for Warning shot. Use the big gun to shoot the critter while prone, as it runs at you switch to the spraystick and start shooting Warning shot as soon as it sticks hit peace, let it run away, switch back to big gun and rinse and repeat. I actually started using an e11 instead of the spraystick for this, but that is just me.
I start all creature engagements by confirming that my Mask Scent is active (if you're hunting non-humanoids I can't express how usefull this skill is, and the scout XP is passive and easy to get). Mask scent will allow me to get off two Headshots with my damage sliced T-21 without an agro. If I'm hunting Quenker/Savage Quenker level type creatures if the target mind is low after the first two shots then I'll take a third headshot. If it hits and takes out the target then the engagement is over and there is no agro from other creatures. If it doesn't then I'll be agroed.
On agro, I'll be starting at a range of 63m so depending upon the range of the targets when they start pursuing I'll switch to the appropriate weapon (Rifle for long, Carbine for medium, Pistol for short) and start Warning shot the pursuers (I'm not looking to put large amounts of damage at this point, I'm only looking to passify the target). As soon as theWARNING SHOT (Ranged support line of Marksmen)takes effect immediatelyPEACE that target and let it run. Repeat with the warning shot on the other pursuer if it is there, ie. crowd control. Once the targets have both run (ie. beyond 50m switch back to rifle and continuing headshoting. As they return from fleeing from the first warning shot repeat the same crowd control method.
It works like a charm... the option I used if the mind bar damage on the target is not good for a third possible headshot is to break into conceal shot (peacing after every first or second shot) and whittle the mind down further to guarantee a death headshot.
I can usually complete Savage Quenker/Quenker runs in under 5 minutes per lair. How you deal with the lair is very important as well. Don't just bang away at it, you have to pick at it slowly in order to control the spawns. The typical Savage Quenker spawn pattern is one wave of two immediately on first contact. After you dispatch this spawn make one shot on the lair (with anything) at 64m and peace immediately (if you have mask scent make sure to keep it acive). This first shot will activate the second spawn shortly. Remove that wave. The next wave will happen when the lair get's down to half health so the tactic is to continuouslyfire till it's just about half way. At this point stop firing and starting "pick shooting" the lair, ie. Shot/Peace, wait for spawn, nothing, shot/peace. After practice you'll get to the point where you can initiate the spawn waves without causing an agro. Typically after the half-damage wave is completed you are free to finish off the lair with no risk of another spawn. On a few occassions I've had a single higher-level creature spawn at the 1/4 lair mark but this seems to be very rare.
Message Edited by Zade_Taerin on 04-22-2004 10:57 AM