Teras Kasi Archive

Thread: TKM/Rifleman vs. TKM/Pistoleer/Dirtyfighting4

ArclightX
Wed Feb 25, 2004 9:30 pm
#1

So I have come to the conclusion that these two templates are perhaps the most deadliest (from an offensive/pvp minded point of view) of all of the TKM base templates one could build.


I am aware that TKM/Doctor or TKM/Commando are also very sexy templates among others.. but for the moment I'm going to try to limit the discussion to these 2 particular templates.


Quite frankly I'm having a hard time deciding between the 2, I'm sure both have their pluses and minus's. I'm just hoping to start a discussion that talks about what is gained from both what advantages one has over the other, etc.. etc..


I'll start the ball rolling by saying this... With both templates enough skill pts remain free to use for basic medic skills.. (always handy to have during a fight when you can't meditate and need to heal).


Specifically in the case of tkm/pistol/dirtyfighting, you have enough left over to be a 3/2/4/0 Medic, allowing you to still cure bleeding, drag an incapped player and use stim d's (expirmented down stim d's that is)


As a tkm/rifleman you would have enough skill pts remaining to be a 4/4/4/3 Medic, furthermore if you wanted to say limit yourself to being a 2/2/4/0 Medic or a 0/0/4/0 Medic (still allowing yourself to use stim d's), you could even gain some terrain negotiation scout skills which are always helpful by being a 3/0/0/0 scout or a 4/0/2/0 scout respectively.


In the particular examples I've illustrated I suppose I'd have to give the edge to tkm/rifleman as it leaves a few extra skill pts remaining to be a little more flexible..


Please feel free to add your 2 cents or personal experiences, I'm sure others want to hear your opinions on this as well. If you feel you need to write a book to get your point across then please write a book. I for one really want to hear it.


Thanks
Tal.



Girls with Guns
Ahazians Love the NGE You can Too
FeartheLettuce
Wed Feb 25, 2004 9:35 pm
#2

i dunno about rifleman, i heard there are 3 MAJOR nerfs coming for them in pub 8(around there), dont know what they are, the coorespondant forum was open to the public for a few minutes and someone saw a post......


personally im going TKM/master brawler/ 0/4/3/0 doc



Twigs
Ahazi

MBH/MC

"I'm sure this is "working as intended," at least until they get around to fixing it." -Spinmove5150
ArclightX
Thu Feb 26, 2004 12:04 am
#3



I thought I might add this table for comparison's sake just so there are some hard facts to work with...

Here goes:


TKMTKM/Rifleman TKM/Pistoleer/DirtyFighting4


Def. vs. Dizzy 5 1545

Def. vs. KD 2020 70

Def. vs. Stun15 2555

Def. vs. Blind10 20 50

Def. vs. PC (Down)30 60 50

Melee Defense62102112

Defensive Acuity969696




The numbers kinda make things a little clearer from a defensive point of view, the one surprising observation I can draw from this is how terrible a pure TKM's defenses are without the help of a defense stacking template. I suppose we can't ask for the world but what this makes me realize is that as wonderful as it may be to have a TKM/Doctor template and never have to worry about finding buffs and such, that TK-Doc would have a tough time of it if he came up against either of the two other templates in atoe-to-toe fight.

/discuss




Girls with Guns
Ahazians Love the NGE You can Too
Vawei
Thu Feb 26, 2004 3:12 am
#4

hmm some interesting points. I personally was going to go TKM / Rifleman but just looking at those stacks makes my mind boggle I think TKM's are really going to feel the bite once the template stacking is stopped



-----------------------------------------------------------------------------------

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Chimera IGN : Vawei
llllMaverickllll
Thu Feb 26, 2004 4:16 am
#5

You still have left over points after those templates are complete. I would assume a bit more left over for the tkm/rifleman (no df line). So, you could even grab some more defenses up or healing maybe (see my template).



Porkchop Sandwhiches!!!!!!????
Teoco Capwn - Wanderhome
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Kevie
Thu Feb 26, 2004 5:08 am
#6

i'm currently a bio-engineer/pistoleer and was thinking about giving it up as the class is still broken, and i want to just be more powerful in combat.......


my template goes something like this:

master marksman, brawler unarmed IV, medic first aid IV, novice commando (for the luancher pistol cert), master pistoleer, smuggler dirty fighting IV.... which leaves 19 points left to use in teras kasi

my question is what stats should i go for, as i'm going only pistols, specials won't help me.... i figured melee mitigation 2 and meditation....

can someone explain to me what meditation does? i heard it was a buff, cures disease, mind wounds...... i have no idea, but i heard it also get better as you climb up that tree and even better as master... anyways, just a suggestion on what i should use my last 19 skill points into teras kasi would be helpful thanks




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
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put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

Laeren
Thu Feb 26, 2004 5:54 am
#7





Vawei wrote:
hmm some interesting points. I personally was going to go TKM / Rifleman but just looking at those stacks makes my mind boggle I think TKM's are really going to feel the bite once the template stacking is stopped




Again...


The defensive stacking nerf is not happening in the way you think. It's just being hard-capped at X amount.

Message Edited by Laeren on 02-26-2004 07:07 AM




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uMPrOphiX
Thu Feb 26, 2004 6:05 am
#8

the tka rifle combo is better imo
Xarche
Thu Feb 26, 2004 6:28 am
#9

Until they adjust (fix?) the speed calculations for rifles, you really cannot go wrong with the TKM/Rifleman combo. Numerous tests have shown that due to the way speed is handled in this game, you can easily approach the 1 second cap with a decent rifle and master rifleman. Sadly, you truly do need master rifleman to notice the difference, but once you are there, I bet you will never go back.

However, as you will note by my template below, I am holding onto the fact that (someday) they will fix the speed calculations. In a perfect balanced world, the rifleman should me the slowest firing, but the highest damage. The way it is today, they can tie to be fastest firing and be the highest damage ranged profession.

I like triple master, it works for me, but it is not for everyone, thats the cool part of this game.



Exarch
Master Smuggler
[IS]Ignis Sanctus
"Making the galaxy safe from terrorism, one Rebel at a time..."


ArclightX
Fri Feb 27, 2004 4:02 am
#10








Xarche wrote:
Until they adjust (fix?) the speed calculations for rifles, you really cannot go wrong with the TKM/Rifleman combo. Numerous tests have shown that due to the way speed is handled in this game, you can easily approach the 1 second cap with a decent rifle and master rifleman. Sadly, you truly do need master rifleman to notice the difference, but once you are there, I bet you will never go back.

However, as you will note by my template below, I am holding onto the fact that (someday) they will fix the speed calculations. In a perfect balanced world, the rifleman should me the slowest firing, but the highest damage. The way it is today, they can tie to be fastest firing and be the highest damage ranged profession.

I like triple master, it works for me, but it is not for everyone, thats the cool part of this game.





You know looking at your comments and template got me thinking, what if you became a TKM/Rifleman and picked up the Pistol Techs Tree from Pistoleer, (where all the defenses are). You'd still have enough for Medic 0040 and you'd be able to pick up ranged support 1. More interesting than that, check out what your defense modifiers would now be.


TKM/Rifleman/PistolTechs4


Def. vs. Dizzy 55

Def. vs. KD 70

Def. vs. Stun65

Def. vs. Blind 60

Def. vs. PC (Down) 80

Melee Defence102

Defensive Acuity 96



The last choice beats both previous choices for defensive stacking and it deals out the most dmg!



hmmmm... I Think I might just have found my template..



Girls with Guns
Ahazians Love the NGE You can Too
awentwor
Fri Feb 27, 2004 9:14 am
#11

ArchlightX,

You may want to read the threads on the changes to stacking defenses. Not saying that your stacks won't still work, but you will want to make sure they still do. If you do try this out, please be sure to let everyone know how well it works after the defense stacking changes are made.

Thanks!




Kypp Darksider
|| Teras Kasi Master || Swordsman || Doctor ||

McFlyGuy
Fri Feb 27, 2004 2:35 pm
#12

TKM/Rifle is nice with all the ranged/melee defense and can cut through comp armor...A pure TkA's worst nightmare. With some chef food that adds +23 ranged defense per pop i'm pretty much unhittable from ranged. 320 ranged defense....Believe it...



_/\__/\_Phlat-Line______


N00b-E With a Year of Experience!


donttouchme
Sat Feb 28, 2004 12:22 am
#13

and most people in pvp and suck only buff there action and health so if your master rifleman kite them and headshot a couple times and you can kill buffed people pretty easy but.................if theyre defence stackers it might be a little harder
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