Smuggler Archive
Thread: Explain this to me...
What am I missing?
Message Edited by Neelok on 05-05-2005 06:34 AM
Concussion shot is pretty nice, though.
I don't think that people who are using rifles are nearly as efficient as a n actual Rifleman. There is a difference between general ranged mods and actual rifle mods...especially when you add in SEA's and AA's.
I know that I am better with my pistol then any rifle or carbine. That certainly doesn't stop me from using one to open up combat, or in certain situations, but overall I get much more use out of my pistols.
I think the ANY specials system is working well at the moment. Perhaps something will appear broken in the next few weeks, but right now it seems to be working well, and I appreciate beign able to translate my marksman abilities (aiming and shooting) to other ranged weapons. It is a obvious marriage that shoudl exist.
cpz wrote:
The other thing to take into acount is Conceal Shot while under cover. It's absolutely awesome - the way you slip out from radar, and become invisible to an enemy tabbing for a target is what may well end up drawing me to Rifleman
I saw a Jedi disappear from view and off the radar last night and discovered that there are a few professions that can do this.
I thought I remembered the initial design saying that "going invisible" was something to be avoided as it was too easy to exploit or grief with that mechanic. Someone please correct me if I am wrong.
But What I'm trying [unsucessfully] to fit into my template is Rifleman 0200, giving me cover and Conceal, which, with Mask Scent from BH and Feign and LD from Smuggler certainly gives me optionsm even if I'm not good enough to use Rifles as first choice of weapons.
But as a rule of thumb, make damn sure you always have a Rifle in your armoury, just in case someone hits you with +root+ & run rifle tactic. At least then you can LastDitch them from 64m and give them a nasty surprise