Rifleman Archive

Thread: Rifleman and Smuggler may be a valuable combo...

Barb-Wire
Tue Jan 27, 2004 2:16 pm
#1

my outlook on it is if they are going to harass one of their elite covert operatives because she has a sliced T21 then the empire is gonna be short a few grunts. i got nothing against killing morons rebel or imp.



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
PsychoticChipmunk
Tue Jan 27, 2004 2:41 pm
#2

I'm so glad I took slicer as a novel RP fun thing now. I canjust drop all these skills and grab underworld so I can walk around with my spices and sliced guns. Yay for dumb luck.



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Zeritul
Tue Jan 27, 2004 4:51 pm
#3

Hehe, it's funny you posted this. I was just reading a thread on the Imp. crackdown and starting thinking about whether I could master smuggler and keep Master rifle and marksman. I'll have to check a character planner.
Quidium
Tue Jan 27, 2004 4:54 pm
#4

Might want to look at this, they are revamping the whole crackdown thing


http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=58260#M58260


WayneInAustin
Tue Jan 27, 2004 5:18 pm
#5






Zeritul wrote:
Hehe, it's funny you posted this. I was just reading a thread on the Imp. crackdown and starting thinking about whether I could master smuggler and keep Master rifle and marksman. I'll have to check a character planner.





Zeritul... Youcan do it, but you wont have much of anything else. Good news is that Smuggler requires the Pistol line in marksman, but also the Unarmed tree in Brawler. I gave up Marksman carbines to keep Medic and Scout skills.




____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
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!)


Zeritul
Tue Jan 27, 2004 7:22 pm
#6




Zeritul wrote:
Hehe, it's funny you posted this. I was just reading a thread on the Imp. crackdown and starting thinking about whether I could master smuggler and keep Master rifle and marksman. I'll have to check a character planner.






Zeritul... Youcan do it, but you wont have much of anything else. Good news is that Smuggler requires the Pistol line in marksman, but also the Unarmed tree in Brawler. I gave up Marksman carbines to keep Medic and Scout skills.


Yeah I just checked it out, it won't leave me much at all, but it can be done. Not sure if I definately want to do this, but it would give me something to do since I'm getting kind of bored. I guess the huge advantage is I can make my own Muon . Guess I should go check out the smuggler forums.


PsychoticChipmunk
Tue Jan 27, 2004 7:46 pm
#7






Zeritul wrote:




Zeritul wrote:
Hehe, it's funny you posted this. I was just reading a thread on the Imp. crackdown and starting thinking about whether I could master smuggler and keep Master rifle and marksman. I'll have to check a character planner.






Zeritul... Youcan do it, but you wont have much of anything else. Good news is that Smuggler requires the Pistol line in marksman, but also the Unarmed tree in Brawler. I gave up Marksman carbines to keep Medic and Scout skills.


Yeah I just checked it out, it won't leave me much at all, but it can be done. Not sure if I definately want to do this, but it would give me something to do since I'm getting kind of bored. I guess the huge advantage is I can make my own Muon . Guess I should go check out the smuggler forums.



Well what you could do (and was basically my build until I became a politician) is go MRM, master marksman, smuggler 4/0/0/0 (I was going to go slicer of course but will change that now), and TKA 0/0/0/4. I forget how many that will leave over off hand but I'm pretty sure you can keep medic.



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WayneInAustin
Wed Jan 28, 2004 1:14 am
#8

Most of you know I've been master rifleman for a while. Sunday I made master smuggler also (I had to, a holocron mademe!) so I follow the smuggler boards. It was just posted by Thunderheart that the previously useless first tree of Smuggler (the Underworld tree) will now provide "protection" against the Imperial scans that are coming. Farther you are up the tree, a higher chance you have of passing the "search" for contraband items.

This could make smugglers a rifleman's best friend. (I can maybe be my own best friend!)

The value of this depends on several things:

1. At Master smuggler, I'm hoping for close to 100% chance of avoidance, but havent heard any numbers.

2. He said that the number of illegal items on you affects your chance at being detected. Unfortunately, I typically carry at least six sliced weapons plus spice. So carrying my stuff AND your stuff can't be good!


One of the funny things is, since I am a slicer, I carry tons of slicing supplies. These apparently are NOT considered contraband! LOL. I get caught with 16 crates of clamps, slicing knives, and repair kits and no problem! But one container of muon and *Boom*. Hehe...




____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
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!)


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