Scout Archive

Thread: tranq dart vs warning shot

TerIhLon
Tue Oct 14, 2003 9:59 am
#1

okay.. so im a master bio eng.. i use warning shot to get aggro off my back when they get pissed at my personal interactions.. heh..


should i use the tranquilizer dart (as well as other traps) instead? would it be more efficient to escaping?


ie: would it be more likely for my pets to steal aggro so i can get away?


opinions?




_________________________________________________

Ter Ih'Lon of Bria
Genenpets and Pet Supplies [6000, 6650] - Kaadara, Naboo, Bria
For any SWG Info you need to know: http://pieceofscat.com/terihlon
MCH,MBE,MCarbineer,Fencer
DeltaXi65
Tue Oct 14, 2003 10:17 am
#2

Ter,


Stick with warning shot. At best, your traps will root the guy for a few seconds, or slow him down. Warning shot will actually drive the guy away from you, which will greatly increase the distance as you'll both be running away from each other.If you use your traps, you'll be moving, but he'll either be staying in the same spot, or slowly moving toward you. You'll increase the distance more with warning shot.


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

TerIhLon
Tue Oct 14, 2003 10:31 am
#3

you have to consider that just as fast as he runs away, he runs back to attack me... also, since im MBE/MCH, i dont have much room for accuracy while imr unning so it often fails..


i need to hear about how often the traps fail to work and how long they last.. and how often it is that my pets will take the aggro from them, as warning shot does little to help me pets take aggro off of me... since theyre running away at fullspeed. in any case, im open to keeping warning shot.. just.. i need to know both sides of it.




_________________________________________________

Ter Ih'Lon of Bria
Genenpets and Pet Supplies [6000, 6650] - Kaadara, Naboo, Bria
For any SWG Info you need to know: http://pieceofscat.com/terihlon
MCH,MBE,MCarbineer,Fencer
Brawlmaster
Tue Oct 14, 2003 10:45 am
#4

There's no reason you can't use 'em together. Use a warning shot to get the beast away from you and then throw the dart + adhesive mesh immediately afterwards so that the beast stays away.



--
Trevnar Sunskimmer: Master Weaponsmith, Master Scout Trader: Munitions
[Kauri] Theed, Naboo
Visit my shop, 800m south of Theed: WP -5187 3355
TerIhLon
Tue Oct 14, 2003 10:50 am
#5

using them together would mean me removing carbineer skills.. without increasing my ability to heal... it'd be harsh on my fighting ability.


going for atleast MBE/MCH so i cant spend too many pts on other things




_________________________________________________

Ter Ih'Lon of Bria
Genenpets and Pet Supplies [6000, 6650] - Kaadara, Naboo, Bria
For any SWG Info you need to know: http://pieceofscat.com/terihlon
MCH,MBE,MCarbineer,Fencer
DeltaXi65
Tue Oct 14, 2003 10:57 am
#6

Ter,


I misunderstood you. I was under the impression that you were needing something to help you run away - not to help you kill the creature.


If you are just running away, hit him with warning shot, run in the opposite direction from him and hit peace. That'll give you the best shot at getting away. Throwing a trap requires you to stop and throw, so you get that penalty and if the trap doesn't work, you're in trouble. Considering the semi-bugged state of some of the traps, I can't advocate relying upon them exclusively as they cannot always be relied upon to work.


In general, depending on your weaponskills, you've got a better chance with warning shot. Warning shot generally doesn't take into account the creature level, but your traps will. And even the best trap for rooting creatures, adhesive mesh, isn't going to stop him for that long. You've got a better chance of getting away with warning shot.


Now if you are trying to kill the thing, definitely go for adhesive mesh and glow juice - you'll root him, get a bonus to ranged, and be able to get an extra two or three shots off (depending on the creature level, of course.)


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

TerIhLon
Tue Oct 14, 2003 11:26 am
#7

good info.. thanks again.. here's more specific info..


im going for MBE, MCH, rws3, 0/0/1/0 carbineer..


i COULD switch to..


MBE, MCH, rws3, marksman carbine 3, and trap 4.


i lose full auto 2, burst shot 1, action shot 1&2, but gain traps.



i have a feeling my warning shot is the best i can do.. hmm.. hit peace? does that really work? hehe




_________________________________________________

Ter Ih'Lon of Bria
Genenpets and Pet Supplies [6000, 6650] - Kaadara, Naboo, Bria
For any SWG Info you need to know: http://pieceofscat.com/terihlon
MCH,MBE,MCarbineer,Fencer
DeltaXi65
Tue Oct 14, 2003 11:31 am
#8

Ter,


The carbine specials that you lose aren't worth it for just traps. Stick with your gun skills.


And peace does work. It makes you stop attacking, and if you get far enough away, the critter will give up.


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

gelain
Tue Oct 14, 2003 7:08 pm
#9

Once you get that Warning Shot off then unequip your gun. You will run faster without it.

TerIhLon
Tue Oct 14, 2003 8:02 pm
#10

do bigger guns slow you down more than smaller guns?


is the speed significant?



(hmm.. i bet if i can dna sample while on a mount i wont be having these problems..)




_________________________________________________

Ter Ih'Lon of Bria
Genenpets and Pet Supplies [6000, 6650] - Kaadara, Naboo, Bria
For any SWG Info you need to know: http://pieceofscat.com/terihlon
MCH,MBE,MCarbineer,Fencer
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