Teras Kasi Archive
Thread: TKM's, have your self a gun (no, this is not trolling)
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MsNiL
Sun May 01, 2005 9:21 pm
#1
I am really a Jedi, but I used to play a TKM, and I remember that sometimes range was a limitation. The CU deals with that however. Thanks to the new system, many weapons can be used uncertified, which means that anyone who reached their first masterbadge have access to a wide range of weaponry.
Id like to give you a short list of ranged weaponry that can be used without any skills at all in ranged weapons.
Theese are good for several reasons. They can be used when rooted, they can be used to fire a few shots on a creature on range before they get to close, they can be used to attract single opponents from a group, they can be used to shoot at stuff in water, or at annoying fast opponents that is difficult to deal with on 5m range.
Theese are good for several reasons. They can be used when rooted, they can be used to fire a few shots on a creature on range before they get to close, they can be used to attract single opponents from a group, they can be used to shoot at stuff in water, or at annoying fast opponents that is difficult to deal with on 5m range.
General tips:
* Pistols are fast, but limited to 35m, Rifles have longer reach, but are slow. Generally I suggest a pistol, since a missed shot with a pistol is not as great deal as a missed shot with a rifle, but there are cases you may want a rifle for the range.
* If you feel you need it, use accuracyfood and accuracy/speed boosters, but traditionally thats not required. You will still hit enough to make a difference. Use it when you really want to hit more times than you miss on 65m range (like when you want to take on a really tough target and weaken it before it gets too close).
* Assign /attack to a key, so you have it available always. Since you lack a "Shooting" special, you must fire each shot manually with this key. I have it assigned to my thumbkey on my mouse.
* If you feel you need it, use accuracyfood and accuracy/speed boosters, but traditionally thats not required. You will still hit enough to make a difference. Use it when you really want to hit more times than you miss on 65m range (like when you want to take on a really tough target and weaken it before it gets too close).
* Assign /attack to a key, so you have it available always. Since you lack a "Shooting" special, you must fire each shot manually with this key. I have it assigned to my thumbkey on my mouse.
* Make them good. Use Krayt tissue/gorax bones, slice them and use a powerup, especially one that reduces speed and boost damage a bit.
Level 54 FWG5 (Pistol, 35m, Kinetic, +5 Accuracy, wallmart base damage 177)
My FWG5 do 325 base damage per second. Its crafted with a Spider Fang. Today I have killed level 83 krayt dragons with it. Kinetic damage alsoignores PSGs and I almost managed to pick down a BH before his friends came along and forced me to run.
Level 54 DL44XT, DE-10, Elite Carbine (Pistols & Carbine, Energy, wallmart base damage around 180)
If you neccessarily want a faster energy weapon, this is your best pick.
Level 54 DL44XT, DE-10, Elite Carbine (Pistols & Carbine, Energy, wallmart base damage around 180)
If you neccessarily want a faster energy weapon, this is your best pick.
Level 54 Avanced Laser Rifle (Rifle, 65m, Energy, wallmart base damage 184)
Good for long range shooting.
Level 54Assault Bowcaster(Rifle, 65m, Kinetic, wallmart base damage 184)
For the wookiee's.
For the wookiee's.
Message Edited by MsNiL on 05-02-2005 09:32 AM
nihileight
Sun May 01, 2005 10:41 pm
#2
I'm a master TKA, and I'm working on smuggler now. At lvl 55 you can get some good pistols. Since the coolness factor of tka is gone, I think a lot of folks will be going to some form of armed combat.
Which puts me in another direction:
The reason I chose TKA was 1. I am a big fan of martial arts
2. All the cool moves TKA's could do
Is it possible we were just so bad @$$ that they took away our cool moves so more people would go to a ranged class to make the game more "Star Warsy"?
Which puts me in another direction:
The reason I chose TKA was 1. I am a big fan of martial arts
2. All the cool moves TKA's could do
Is it possible we were just so bad @$$ that they took away our cool moves so more people would go to a ranged class to make the game more "Star Warsy"?
Endjinneer
Mon May 02, 2005 2:44 am
#3
i have Smuggler with Tkm
i find they compliment each other nicely
not only do the the defences stack up but you have that ranged root (Concussion shot)for when your opponent decided to start kiting you
and if things go really sour , there's last ditch, i have managed to get to hit for 3k
sanmonroe
Mon May 02, 2005 12:20 pm
#4
TKAs are skill bad ass. THey are just not damage and defense monsters anymore. Now they are defense monsters.
Personaly I am finding TKM/Mrif with some commando very nice.
Personaly I am finding TKM/Mrif with some commando very nice.
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