Rifleman Archive
Thread: A rifleman's better friend...
But what I don't hear that often is the use of traps.
Traps safe my life every time. I have a CG and i was planning on doing CH, but people don't use traps as often as they should I believe.
I can kill most incomming foes using the following strategy.
Aim, mindshots, phenacine dart(the trap that slows foes down to a walking pace) and glow wire trap(The trap that lowers all combat defenses) if the trap fails use suppresion fire/warning shot and trap again, headshots untill the trap almost wears off, trap again and repeat.
I only aim the first time, if my mindshots fail and the creature doesn't notice me yet declare peace, aim again and fire mindshots once more.
Once in a blue moon the creature will get within melee range before your poision/suppresion fire works in that case use 300heal Stim b or other and quickly use suppresionfire/warningshots trap combination.
When/if i become Creature handler I will use this tactic and report back.
What's also a good tactic is use trap to slow doen creature, use trap to lower combat defense, aim, mindshot.
This way you can regualry have 1k mind bleed with mindshot1 with a sliced laser rifle(even more with sliced laser rifle for damage with damage powerup) if you do mindshot2 first and then mindshot1 in the way I described you can bleed the creature in a matter of second, expecially if you headshot2/3 it.
Imagine how well this would work if you have a combat medic at your side.
I appreciate comments(contructive).
And it's nice trapping exp for those who go up ranger tree
Then try again, if it hits use trap and create some distance.
You don't need to be a optimal range for your other shots, you'll miss more often, but this you can't expect to hunt and have stationary targets all the time anyway.
Any class has this issue, be it commando, bh, pistoleer etc.
Sorry, I've jsut found that while using Take Cover and Mask Scent at 60m, I can mindshot1, headshot2 [repeat headshot2] pretty effectively. I've been getting 4-6 shots off and if I get rushed, I generally don't have the time for a trap b4 I get hosed; and if I do get rushed, I've found that warning shot works pretty effectively. It seems that the actual terrain has a lot to do with take cover too. It is far more effective in high grass then on or near pavement or a dirt road, or low grass plains
If I'm at a closer range, I generally get rushed earlier, and I don't think I can throw traps from Cover (not sure though, will have to try this one). Anyway, it is the same problem, don't have the time to get it off b4 they close range, and takes too long to do when they are in range... that being said, this is a favorite group tactic of mine.
But for the lower end riflemen my tactic might be worthwhile, agreed?
Traps can be thrown when closer than 50m. I use them on EVERY beast I fight. Adhesive mesh is great for pinning the big creatures down. When they break free drug them with Phenocene. Be sure to open up with the glow-wire trap to make them easier to hit in melee and ranged combat. If you are a CH, at least open up with the wire trap so the bad creatures are vulnerable to melle attacks from your animal.
I use an E11 rifle or a bowcaster with this staragy, because the ideal range fits the best with the max throwing range of traps