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Re: Novice Rifleman FAQ (*READ THIS FIRST*)If it does not answer read the Rifleman FAQ
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Ackehece
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Posts: 2954
Registered: 08-11-2003


PA: Eclipse ITC-IM : TestCentre New Unity
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SethlinNetril wrote:
Money is no problem.
 
I think this question is very good for a FAQ
 
Im a Rifleman/Combat Medic with a line in Combat Prowress.
 
I have armor for PVE, thats not a problem
 
In fact heres a good piece of info for anyone looking for PVE armor
 
If your fighting an animal, all you need is Ubese Set with 75% KINETIC. If your fighting NPC's, I advise low encumbrance composite. The only armor I use on Nightsisters is 40% stun, 66% base, 80% kinetic.
 
PVP though is what im in dark about when it comes to rifleman combat tactics for armor. Do I need 40% stun ? Or can I go for a lower %? Do I only need to wear helmet, chest, gloves, boots? Do biceps and bracers help any?
What is going to be my biggest % to get? I think kinetic since I will have ranged mitigation and that will help against other ranged professions



PvP is nasty - get as high of stun % as you can get same with all the other resists trying for 90%  for most resists is what the type pvp'rs have. PSG on top of the stun resist armor 60% or so...

wear the full suit as in pvp players seem to have a higher chance to hit the nonsuited areas. the four piece armor is a bug and that is going away (but 9 piece is also changing as hands and feet after the curb will not be a hit location). ranged mitigation does not stop damage from occuring it just lessens thedamage band so it is good to have both melee and ranged up there.

Newb Rifleman FAQ ---- Basic Rifle Templates FAQ ---

fRiflewomen are all about Sex, Drugs and Rock & Roll

02-20-2005 08:16 AM   Report Abuse to a Moderator
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Creature Lair Spawns and Aggro   [ Edited ]
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Ackehece
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Registered: 08-11-2003


PA: Eclipse ITC-IM : TestCentre New Unity
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Creature Spawns and Aggro - a good thing to know

NinjaVai wrote:
is there any way to hit a lair and not have the creatures argo you ?  im a little confused on this issue some ppl have told me they have.  is it a Perk at Master Rifelman ?


Waste93 said: 

Creature lairs have three waves. You have the original wave of creatures when you get there. As soon as the lair is damaged once, it causes another spawn. You get a third spawn right before the lair hits 50%. (correction give - happens at 66%)

  If you hit a lair, then any creatures associated with that specific lair that are already out (spawned) will aggro you. What you can do is clear the first wave. Hit the lair once and then peace immediately. You will then get the second wave to spawn. When they spawn they come singlely. So it is possible to kill one of the spawns before the next appears.

  After you kill off the second wave. You hit the lair until you are near the 50% 66% point. Then tap it and peace again.

  Just so you know. There is a small chance that some lairs will spawn a high end version of the creature after the third wave. This is a single creature of enhanced stats than the regular MOBs you were killing at that lair.

Message Edited by Ackehece on 02-22-2005 12:06 AM

Newb Rifleman FAQ ---- Basic Rifle Templates FAQ ---

fRiflewomen are all about Sex, Drugs and Rock & Roll

02-21-2005 10:26 PM   Report Abuse to a Moderator
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Re: Novice Rifleman FAQ (*READ THIS FIRST*)If it does not answer read the Rifleman FAQ
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HanzoRegana
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Posts: 796
Registered: 09-23-2004


PA: ManRa
Server: FarStar




Ackehece wrote:


SethlinNetril wrote:
Money is no problem.
 
I think this question is very good for a FAQ
 
Im a Rifleman/Combat Medic with a line in Combat Prowress.
 
I have armor for PVE, thats not a problem
 
In fact heres a good piece of info for anyone looking for PVE armor
 
If your fighting an animal, all you need is Ubese Set with 75% KINETIC. If your fighting NPC's, I advise low encumbrance composite. The only armor I use on Nightsisters is 40% stun, 66% base, 80% kinetic.
 
PVP though is what im in dark about when it comes to rifleman combat tactics for armor. Do I need 40% stun ? Or can I go for a lower %? Do I only need to wear helmet, chest, gloves, boots? Do biceps and bracers help any?
What is going to be my biggest % to get? I think kinetic since I will have ranged mitigation and that will help against other ranged professions



PvP is nasty - get as high of stun % as you can get same with all the other resists trying for 90%  for most resists is what the type pvp'rs have. PSG on top of the stun resist armor 60% or so...

wear the full suit as in pvp players seem to have a higher chance to hit the nonsuited areas. the four piece armor is a bug and that is going away (but 9 piece is also changing as hands and feet after the curb will not be a hit location). ranged mitigation does not stop damage from occuring it just lessens thedamage band so it is good to have both melee and ranged up there.




Wait till the CURB before you base your play style on a certain damage area or weapon, everythings changing.

Medaus Estar
Mandalorian Rangers
Rifle  Specialist  Poison

A Crack Rebel Rifleman and Chemical Warfare Specialist

03-08-2005 02:31 PM   Report Abuse to a Moderator
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Looting Creatures at lower levels of rifleman skill
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Ackehece
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PA: Eclipse ITC-IM : TestCentre New Unity
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At lower levels:

   You will be slow while you will also be shooting at range.Creatures despawn after you kill them but before you kill their aggro buddies.This makes it so you lose the loot

So a basic solution if you use conceal shot:

  • Conceal shot till the target is almost dead
  • lay a bleed on your target
  • peace
  • move back 20m
  • creature will aggro you but will only come himself and not bring his buddies
  • max sure to be at least 70m away from his friends
  • kill using what every shot will kill target fastest based on pool damage

special thanks to GrafvonSoden and HanzoRegana

Newb Rifleman FAQ ---- Basic Rifle Templates FAQ ---

fRiflewomen are all about Sex, Drugs and Rock & Roll

03-09-2005 04:19 PM   Report Abuse to a Moderator
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Re: Novice Rifleman FAQ (*READ THIS FIRST*)If it does not answer read the Rifleman FAQ
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SethlinNetril
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Registered: 09-02-2003


PA: Dark Legions
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what ive been finding to be a good strategy is sniping
 
I think its alot of fun since before I came a rifleman I had been a melee combatant for the entire length of my character
 
What I usually do is use a t21 or a dxr6b
 
I get within the longest range with the highest + range
 
I go prone, take cover, and then aim before every special attack
 
Most time I use head shot 3, but sometimes all I have to do is 1 or 2 overcharge shot (just dont use it alot since it can damage the weapon)
 
Im not in game right now so I cant get the exact ability, but I also use a pretty good combo for knocking people down, been working good so far

U~Sethlin "Imp Da Pimp" Netril ~UUber l337NKitten Tamer of DoomN
X.::Rifleman::.X.::Combat Medic ::.X
03-11-2005 11:31 AM   Report Abuse to a Moderator
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DEFINITIONS OF COMMON TERMS IN SWG   [ Edited ]
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Ackehece
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SWG - Starwars Galaxies - An Empire Divided
JTL - Jump To Lightspeed (expansion 1)
ROTW - Rage of the Wookiees (expansion 2)]
 
 

 
A
  • AFK- away from keyboard
  • AR - Armor Resistance / Rating (levels 0-3)
  • AP - Armor Piercing or alternatively Apprentice Points (used previously for mastering professions)
  • AOE - Area of Affect (usually referring to a special) Melee can have 360 specials, whereas most marksmen specials are a cone
  • Aurelia - (See Village , Glowly , Old Man)
 
B
  • BRT = be right there
  • Bat - Light Saber (see also Glow-Bat, Glow Stick)
  • buff = enhancements external to the character that can affect skills, states, or stats
 
C
  • Camp - to stay in on place to keep killing the spawn over and over
  • CURB - Combat Upgrade Revamp Balance
  • corv = corvette - currently the only instanced adventure location in the game
  • Corvette - Instanced Adventure Location
  • cor = corellia
  • Corellia - Central Planet in SWG
 
 
D
  • dot = damage over time (usually Poison, Disease, Bleed, or Fire)
  • dungeon = adventure location
  • Dant = dantooine
  • Dantooine = An  Adventure Planet
  • Dath = dathomir
  • Dathomir = Planet that is dangerous and is rumored to have Night Sister Force witchs on it
 
E
 
F
  • FAQ - frequently asked questions _ READ THESE FIRST!_
  • FRS - Force Ranking System - a system where Jedi can gain power by killing others *truly an invention of the dark side!*
  • FS - Force sensitive - Means you are ready to take the path to Jedi
  • fotm = Flavor of the month - term used to describe how powergamers flock to what they view as the strongest class everytime something changes
  • Factional Pet = See pet but related to the GCW
 
G
  • Glowy - Once you do a significant amount of activities (covered in the Force Senstive forums) you glow with force
  • Glow-Bat - Light saber (See also Glow-Stick, Bat)
  • Glow-Stick - light saber (see also Glow Bat, Bat)
  • GCW - Galatic Civil War (the Rebellion vs the Empire)
  • Grind = to work with out ceasing to level to highest abilities - a bad thing for most players but powergamers like to do it
 
H
  • HUD - heads up display - the info displayed on your screen
 
I
  • Instanced = a location that is created specifically for a group to adventure in that no one other then the group can enter
 
J
  • JTL - Jump To Lightspeed (expansion 1)
 
K
 
L
  • Loot = Items obtained by adventuring
  • L33T = players who tend to pvp but are generally younger and do it only to grief not to roleplay. Tend to say things like 1Pwn'dUrR0xx0r etc...
 
M
  • Mezzing - A term used to indicate a a target has been affected by a special action that locks a mob up under a set duration
  • MMORPG = Massively Mulitplayer Online Role Playing Game
 
N
 
O
  • OMW = On my way
  • Old Man - creepy guy who tells you that you are ready to become a Force Sensitive person - stalks you - er finds you a few days generally after you gain glowy status.
 
P
  • PA - Players Association (guild)
  • psg = personal shield generator
  • Pet = npc that can be controlled to an extent by players
  • pvp = player versus player
  • pve = player versus enemy/environment
 
Q
 
R
  • RP- roleplay
  • ROTW - Rage of the Wookiees (expansion 2)
  • rooted  = to be forced to stay in one place until ones action is complete
  • RPG = (primary)roleplaying game /(secondary usage) rocket propelled grenade
 
S
  • SWG - star wars galaxies
  • Spawn - a location where NPC/Creatures appear in the game
  • Skills = abilities granted by professions or by race
  • States = affects that can increase or decrease affect of skills or stats and combat ability
  • Stats = the basic numeric description of your character
 
T
  • tat = tattooine
  • Tattooine - Planet seen in the movies - desert world - home of the Famous and Dangerous Krayt
  • tal = talus
  • Talus - A Moon of the Planet Correllia
 
U
 
V
  • The Village - no not M Night Shyamalyan's epic - A location where the quests for jedi starts in the game after you get glowy status
  • Village - as above
 

W

X
  • XP
  • - experiance points
 
Y
 
Z
 
 

Message Edited by Ackehece on 03-13-2005 06:29 PM

Newb Rifleman FAQ ---- Basic Rifle Templates FAQ ---

fRiflewomen are all about Sex, Drugs and Rock & Roll

03-13-2005 05:00 PM   Report Abuse to a Moderator
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AP vs AR quick reference guide (soon to be obsolete)   [ Edited ]
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Ackehece
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AP = Armor Piercing (Rifleman speciality as we have the most common uber ap weapon)
AR = Armor Resistance
 
Four levels of each
AP none light medium heavy
AR none light medium heavy
 
if AP>AR by 1 level you get a 25% damage bonus and if by 2 levels you get a 25% +25% damage bonus
if AR>AP by 1 level you get a 50% damage reduction and if by 2 levels you get a 50% + 50% damage reduction
so AP >= the AR of your target is a good thing
 
1 thing - if the target is vulnerable to the damage type of the weapon you are firing  or does not have armor at all  ArmorPiercing has no effect and is treated as the base case.
Base Case: no AP vs no AR  so 1:1 damage

Message Edited by Ackehece on 03-13-2005 06:02 PM

Message Edited by Ackehece on 03-13-2005 07:07 PM

Newb Rifleman FAQ ---- Basic Rifle Templates FAQ ---

fRiflewomen are all about Sex, Drugs and Rock & Roll

03-13-2005 05:01 PM   Report Abuse to a Moderator
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Ham drains when I use a special
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Ackehece
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Registered: 08-11-2003


PA: Eclipse ITC-IM : TestCentre New Unity
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Question:
When I use skills like Overcharge Shot 1 and Body Shot 1, is it supposed to use my Action meter? I remember a week ago it didnt, it used some pool that i couldn't find (the numbers appeared yellow)?
Answer:
Ok, firstly, if the damage numbers when using a special appear yellow, then that means that the special has used both health and action (under the RGB colour system red + green = yellow).
 
Secondly, the amount of HAM used by a particular special attack is dependant on several factors:
  • The attack itself
  • The weapon used (note that all weapons have health, action and mind values when you examine them)
  • How high your secondary stats governing drain are at the time (the stats in question being strength, quickness and focus)

If you are wearing armour then the encumberance value of that armour will be deducted from your secondary stats, resulting in a larger amount of HAM usage by specials.  Additionally, if the encumberance values are not spread equally across all three pools (for example if the action encumberance is higher than the health encumberance) then it can skew the resulting HAM drain towards a particular pool (in this case, if the damage numbers when using a special are yellow when unarmoured, then the greater action encumberance when wearing the armour can move the emphasis onto the action pool, therefore changing the damage numbers to green).

Any buffs or food affecting the secondary (drain) stats will have the opposite effect to armour, reducing the HAM usage by special attacks.  It's worth noting that if you increase a particular secondary stat to a value of 1500 or higher, then it's associated HAM pool will incur zero damage from special attacks, so it's possible to completely eliminate special attack costs by increasing each of your strength, quickness and focus stats to a net value of at least 1500.

Finally, I thought I should just mention that the secondary stats that I haven't covered above (constitution, stamina and willpower) determine the rate at which you regenerate your HAM, and are similary affected by armour and food/buffs.  Although they do not have an immediate effect on the cost of special attacks, they obviously can still be of help (particularly in a longer fight) and shouldn't be forgotten!

 

 

 

take from the marksmen forum :

Question by  Orimo

Answer by Craphamster

Newb Rifleman FAQ ---- Basic Rifle Templates FAQ ---

fRiflewomen are all about Sex, Drugs and Rock & Roll

03-18-2005 06:41 AM   Report Abuse to a Moderator
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