Rifleman Archive

Thread: New Rifleman needing a awnser regarding the Aim ability

Synkharra
Tue Sep 09, 2003 8:22 am
#1

Whoever awnsers this for me I just want to say thanks to you now, as for the question.....I was wondering is the aim ability you get from the Ranged column that important for the rifleman or can i skip getting it and be just as effective. Reason why I ask this is I plan on becoming a Master Scout/ Master CH/ Master Rifleman and also have 3 skills in the tracking column from ranger and if i did this I would have no points to spare in the Ranged abilites. Any insightful responses would be appreciated.
Aden_Nak
Tue Sep 09, 2003 8:31 am
#2

I personally always lead off my first shot with an /aim, and I do find that I hit consistantly better in that case. But it is by no means foolproof.

Is if vital to your survival? I don't know, hard to say. Why not try it out yourself? Buy it for now, and solo both with and without it for a few hours. I personally wouldn't want to give it up.



Esparta Crane
Ace Alliance Pilot


(X)==\__/==(X)

Y-Wings Are Old School

Synkharra
Tue Sep 09, 2003 8:31 am
#3

LOL, yes I know I spelled answer wrong before someone tells me
WayneInAustin
Tue Sep 09, 2003 8:36 am
#4

I have never heard a definitive answer on /aim, but have heard the following:


--they "stack", so 3 /aims are better than 1.
-- they increase your chance to hit your target with each one
-- they do NOT increase the damage in any way.
-- each aim takes 1 second

This makes them real valuable if you get into the Rifleman tree and get Conceal shot.
With Conceal shot, you can plug a non-aggro MOB all day long and they will NEVER see you... UNLESS you miss twice. On the second miss, they're on their way to your house for lunch (and guess what the main course is?). So if you aim a lot, you may be able to avoid that second miss before they die.





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
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Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


Kondahsa
Tue Sep 09, 2003 8:39 am
#5

/aim is really important imho. When I work on a tough mob or a player characterin PvP (if I live long enough lol) I always use it ... especially to deliver headshots (which is usually preceeded with mindshot2 and mindshot1 stacked).

Aden_Nak
Tue Sep 09, 2003 8:44 am
#6

Actally, I think /aim is more important to Rifleman (and perhaps Commando) than any other gunner class. Think about it, if you're a Pistoleer, and you are firing more than once per second (after skill mods) it's not worth it to aim. You've got another shot coming right away, and it might actually DECREASE your overall DPS to aim instead of just letting yourself miss.

With a Rifleman, you have a long delay between shots. Missing ONE can mean your death. Sometimes you only get ONE. When you are waiting 8 seconds between shots, adding an extra 1 second to it is worth it if you greatly increase the odds you will hit.



Esparta Crane
Ace Alliance Pilot


(X)==\__/==(X)

Y-Wings Are Old School

HairdressingRebel
Tue Sep 09, 2003 10:00 am
#7

I adore aim for pve always open with it, don't use it so much in pvp due to the additional delay.




_________________________________________________
Warrant Officer II Whampyri - Wookiee Master Commando.
Slave to the Flamethrower.
Kaadara, Naboo, Lowca.
Inflicting bad hair days on imperials everywhere.

VolstedGridban
Tue Sep 09, 2003 10:06 am
#8

That I've seen, /aim does NOT stack.

You can watch the bonus/penalty number change on your target when /aim goes active. I've done three /aims in a row and the number didn't go any higher than when the first /aim kicked in.

But yeah, /aim is useful. I use it frequently.



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
SocialConformer
Tue Sep 09, 2003 10:32 am
#9

I also use it all the time. When I was considering dropping a couple of my ranged supprt boxes, I could not stand to lose aim, so I reworked my skills with having ranged support 1 as a minimum.


I just ran a test and aim does not stack - at least it does not anymore. I set up a macro for my "Big game kill" that I used before rifleman, that was /aim /headshot(X) /aim /headshot(X) /aim /headshot(X), headshot headshot headshot.


Since the animals wouldn't "discover" where I was until after the third shot, I took the liberty of aiming to ensure a higher probability of a hit. Yet even with a +50 I would miss 20-25% of the time. Whatever, just means I have to kite the rest.


Of course, now I've discovered so many different things, like now I would probably use /aim, mind shot 2, /aim, headshot(3 now), /aimsuppression fire (haven't used it much lately at all, don't know how good or bad it is), warning shot, mind shot 1 and headshot if I can, re-warning shot when they come back into range and let it be at that.


It's amazing what you can do what you both know the tools and utilize the tools.


Oh, and I only attack mobs that don't assist, unless there are only 2 of them. In that case, my old strategy would be this: target the farthest of the 2 creatures, make sure it is out of range, hit aim. His buddy will come running at you, so you hit the peace button to end combat with the first one and kite the second. The reason you want to be out of range is that in case you don't peace fast enough, you won't accidentally shoot the first one and cause both creatures to attack you. So just for THAT, Aim is worth getting.





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