Rifleman Archive
Thread: I am obviously doing something wrong...
Page 1 of 1
Excess3
Thu Feb 24, 2005 2:00 pm
#1
1. Quenkers are social (as are most creatures in the game). that means when you agro one he "calls for help" to the guys around him. Those guys agro you and "call for help" also. So if they are in fairly close proximity to each other they will all agro you and come running.
2. HS2 will draw agro. Period. Your gonna want to use conceal shot if your trying to take them out one by one. OR, you could try to draw one out. Fire off 1 mindshot then peace out. The bleed will land but the NPC won't usually agro from the first shot, especially if you are far away (say.. 60m or so). However, as soon as that bleed ticks off they will agro an you and come running. The thing is, sometimes they don't call for help. Now, if you try to pull the one in the far back of the pack, he will run past his buddies and pass the agro on to them. Now you have the entire lot of them after you. You have to be selective of your target (like a sniper). Pull the one that is the farthest from the pack or lair first, then work your way in. Use the bleeds to foce the creature into a selective agro and draw him out into a place where you will be safe to engage him. This works well for most NPC (including Nightsisters). Just try to avoid ones that are all clustered together (with in a 20m radius of each other. These guys will share agro period).
2. HS2 will draw agro. Period. Your gonna want to use conceal shot if your trying to take them out one by one. OR, you could try to draw one out. Fire off 1 mindshot then peace out. The bleed will land but the NPC won't usually agro from the first shot, especially if you are far away (say.. 60m or so). However, as soon as that bleed ticks off they will agro an you and come running. The thing is, sometimes they don't call for help. Now, if you try to pull the one in the far back of the pack, he will run past his buddies and pass the agro on to them. Now you have the entire lot of them after you. You have to be selective of your target (like a sniper). Pull the one that is the farthest from the pack or lair first, then work your way in. Use the bleeds to foce the creature into a selective agro and draw him out into a place where you will be safe to engage him. This works well for most NPC (including Nightsisters). Just try to avoid ones that are all clustered together (with in a 20m radius of each other. These guys will share agro period).
thecolonelcardaks
Thu Feb 24, 2005 2:17 pm
#2
If your working on Nightsisters, what do you do after you draw one off? Pound into it with HS3?
I imagine you don't want that mean bizzo to actually engage you in hand to hand in general right?
Thanks for your response!
Shrik
Thu Feb 24, 2005 2:56 pm
#3
HS3 is not that much better than HS2 and takes much more ham. I tend to use HS2 and Mindshot2 when hitting single targets.
Make sure you're buffed and you should be fine, but the bleed pull is a cool thing, it works most of the time without pulling teh whole lair.
thecolonelcardaks
Fri Feb 25, 2005 1:46 am
#4
I been doing the 55m away thing, prone, aiming and using headshot2 (until i get hs3) thing and not only does my target aggro after 2 shots, everyone of the quenkers by the lair does too, and then I need to pba them.
What am i doing wrong? I thought only one would aggro me... i am clearly doing something wrong... or im an idiot... or both.
PS: Once I get flushingshot2 I was thinking of killing npc's on Lok (or similar). Will this aggro them or if I stay far enough away, will it not? Also, any good spawns of corsairs or anything on Lok? or just do missions?
Thanks all!
agent156
Sat Feb 26, 2005 4:29 pm
#5
You'll be able to get off way more shots before agro as you go up in the tree.
Quenkers have 55% energy resists. Why are you grinding quenkers? lol. Hell you'll get xp faster using your solo group to pull Moutian Squill Lairs on Tat. I'm sure there is even better.
Target do /ex or /examine. And remeber that half the time seeing your weapons damage type in the vunrablities is a BAD thing. As your AP bonus goes out the window.
Quenkers have 55% energy resists. Why are you grinding quenkers? lol. Hell you'll get xp faster using your solo group to pull Moutian Squill Lairs on Tat. I'm sure there is even better.
Target do /ex or /examine. And remeber that half the time seeing your weapons damage type in the vunrablities is a BAD thing. As your AP bonus goes out the window.
Message Edited by agent156 on 02-26-2005 03:38 PM
thecolonelcardaks
Mon Feb 28, 2005 7:09 am
#6
The reason i do quenkers is because they take 3 headshots to kill and usually that is enought to kill them before they agro and they give decent xp/ham/time to kill. And quenkers don't have any resistances higher than 25%...these are the regular quenkers, not savage or bile-drenched or whatever. 5k missions.
Stalkers have 25% res (i think) and take 4-5 shots to kill and give only slightly more xp. Haven't tried squills though, maybe Ill give it a shot.
hase2
Wed Mar 02, 2005 4:15 am
#7
quenkers, mountain squills, sharnaffs and bolle bols work quite well.
just PBA the lair and tank away. solves all accurancy problems as well.
another benefit is that you normally can work around the city you live in and have fast and easy access to all kinds of buffs.
JagdKatze
Wed Mar 02, 2005 2:32 pm
#8
I used a slightly different method than these mentioned before me, and though it isnt very 'rifle-man like' its VERY effective and if you power-ground for two days using this method, I gaurantee you'll be a Master by the end of the second day. It worked for me.
Go to Lok, preferreably in a solo group (the size of your group depends on how well this works. Bigger = better.) Get missions for Mutated Kahmurras which run around 6.5K payout. Stand directly on the lair itself, (Khamurras wont aggro you until you attack them or the lair) and use Point Blank Area 1 over and over and over on the lair itself until the Khamurras stop spawning. Leave the lair alone, and go to your second mission. Repeat this process until the Khamurras stop spawning, then return to the first mission and repeat again.
Why Khamurras? They give almost 4K xp, go down moderately easy, and most importantly...when in a large (which is key, it must be large) solo group; around 15 Khamurras spawn around the lair. This averages about 45-52K per mission. With a high-powered rifle you can finish the missions in about 5-10 min when low in Rifleman, and 2.5-5 min when higher up.
There is one major downside...you're going to spend a sizeable amount of credits on armour, and brandy. Khamurras arent too slouchy in the damage department, so 2 solid sets of high-kinetic Ubese would do you alot of favors.
Good luck!
Ialwysdie
Wed Mar 02, 2005 10:55 pm
#9
I basically used PBA1from Rifles III to 4023 Rifleman with a good spraystick then switched to a DXR. Was 1.1 spd Spraystick with pretty good damage. Took out quenkers with ease. Speed of the spraystick made up for it's lower damage then a DXR. Laser Rifle is ok but still can be a bit slow. T-21 IMO is really crappy till master even a speedsliced one. Depends on the weapons you are using but sometimes that faster speed lower damage weapon is more effective then your higher damage Slower weapon. I also never bothered with killing the lairs even with a laser rifle or a DXR it takes too long, T-21 is even worse.
I also didn't use the DXR till i got all of the accuracy line as doing the PBA1 method with it beforecan be crappy cuz your accuracy is low.
I had enough Combat XP banked up to get to 0003 Rifleman practically right away so had a bit of an advantage with that.
Message Edited by Ialwysdie on 03-02-2005 09:58 PM
Page 1 of 1