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Admiral Snackbar
Posted: Friday, August 9, 2013 8:08:40 PM
Rank: Ugnaught Demolitionist
Groups: Member

Joined: 7/27/2013
Posts: 3
What is the most effect way to go about using the "low hanging fruit" in your own squad to the best of its ability instead of just wasting enemy fire on them?
FlyingArrow
Posted: Friday, August 9, 2013 8:24:10 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
You don't want to just run anything out to be killed just for the sake of being killed. It depends on what the 'low hanging fruit' is.

If it's low cost tech pieces (e.g. uggie demos and mouse droids), try to keep them hidden until they need to do their jobs... opening doors or providing cover. When the time comes for them to be mobile cover/blocking targeting, then it's not a waste to have the enemy fire on them. They're protecting the big hitters.

If it's low cost attackers, it's the same idea. Try to keep them hidden until they come out and make their attack. Try to get them a shot at something they have a good chance of hitting. Throwing your +8 attack piece at a 27 defense Mace is probably a waste. Have it attack the other side's fodder instead so that your big pieces don't have to waste their time doing that. But also don't waste time on their tech pieces unless you don't have a choice. Ignore the 12 defense ugnaught since it probably won't hurt you. Instead, use your +8 attacker to go after the 15 defense Dash Rendar, Renegade Smuggler or the 14 defense Klatooinian Assassin. Take out their threats, but go for a threat where you're actually likely to hit. If an ugnaught is all you can reach, though, do try to kill something. Stay hidden until you can make a decent attack, because as you say - this is low hanging fruit. He'll probably only get to attack once since he's easily killed.

On the other hand, if it's such low-hanging fruit that it's not even a threat to the enemy, they might just ignore it. In that case, put it right up in their face so that they take an attack of opportunity for trying to walk away. Block doorways. Make your weak piece the only legal target so your strong pieces last longer.
Admiral Snackbar
Posted: Friday, August 9, 2013 8:30:40 PM
Rank: Ugnaught Demolitionist
Groups: Member

Joined: 7/27/2013
Posts: 3
Thank you, this was unbelievable insightful, I have always tried to make the best of characters that fall into that category, but this has given me some fresh idea to try and see what works with my playing style. Thank you so very much Arrow.
FlyingArrow
Posted: Friday, August 9, 2013 8:59:16 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
I kind of skipped past the squadbuilding part of it. You need some fodder to open doors, etc., but beyond the 3-point activation and door-opening fodder, your 8-15 pt pieces should usually be boosted a decent amount so that they have decent atk/dmg stats. They probably still won't last more than a round before dying, but it'll make their one attack more powerful.
EmporerDragon
Posted: Friday, August 9, 2013 11:09:50 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/26/2008
Posts: 2,115
Location: Watertown, SD
FlyingArrow wrote:

On the other hand, if it's such low-hanging fruit that it's not even a threat to the enemy, they might just ignore it. In that case, put it right up in their face so that they take an attack of opportunity for trying to walk away.


And those make for the most satisfying crits, especially when it happens more than once. I've had a Tusken deal 70 damage to Palpatine in one game because Palpatine was more focused on Aurra Sing than this no-name 4 pointer that was beating the tar out of him.

Anyways, onto the subject at hand. Another thing not mentioned for your low-pointers: Combining Fire. It's so often overlooked, but it really comes in handy. If your trooper can only potshot an enemy beatstick, it's a better idea to instead let him combine with one of your power shooters as 1 attack with an 80% to hit tends to be better than 1 attack at 60% and one at 5%.
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