MrEmperor's guide to gunning
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So you want to take care of some Force Users, huh? Had some frustrating experiences getting cut down as you lie there on the floor? Just want the glowstick spam to stop without turning into one yourself?
Well, you're in luck. This guide's job is to help gunners (not rocketeers, or snipers) take on saberists and win. I'll include general tips, pitfalls, a few specific counters, and then explain some specifics, i.e. specific guns/classes. I hope this guide helps people out, and relieves some of your frustrations with playing as a gunner. If you have comments, head over to the discussion page.
Contents |
How You Die
In other words, how do saberists kill you? Let us count the ways…
- Push/Pull then saber
- Grip and saber, or Push
- Lightning, either just lightning until you die, or the lightning push combo
- Super Push right into the walls, or your teammates, or your teammates and the wall
- Speedlunge
- Mind tricked, then cut down
- D3 deflecting your shots, and your teammates' shots back at you
- Q3 just running up through your fire and killing you
- Deflect-nudge swing kill
- Straightforward saber kill
- "Extendo!"
Now that we've enumerated how they kill you, lets move on to what you can do about it.
General Tips
Stay Calm
The first real tip is: Stay Calm. Panicking does not help you enough to do it all the time. Keep a cool head and you'll do much better. A panicking gunner is easy prey to well, all of those. Staying calm helps you keep aimed at the enemy, lets you follow what they're doing, and keeps you paying attention to what your teammates are doing.
WALK!
I cannot emphasize this one enough. Walking prevents Push or Pull from knocking you over. Yes, it makes you walk slower too, but if you can force the saberist to block, they also slow down. Walking also doesn't keep you from being moved back/forwards, but you're also not lying on the ground as easy prey.
The only major exceptions to this is against Grip Sith, speedlunge Jedi, and pure Q3. It doesn't work against Grip because moving more slowly just makes it easier for them to keep their cursor on you, and then you're doomed. Speedlunge is obvious; if you stay in the same place too long, you just get jumped. You need speed to shift to the side, or you can duck.
Q3, or at least pure Q3, is different. They have D3, so your shots are mostly wasted at long range, and since they have Q3 on top of that, they can move up to you at normal speed. Their weakness is their lack of Push. That means that you can also move at full speed, aiming back at them the whole time.
Dance
While this isn't really a "dance" per se, it's really referring to a set of footwork that involves, well, not moving in straight lines and maybe adding some rolling (but curved!). The real goal of this tactic is to shift around the swings of the saber so that you can hit them without the deflect getting in the way.
The dangers here are obvious. You're basically trying to facehug, but without sticking that close. If they swing from left to right, you want to be dodging left, so you can get behind the swings. If they're spamming the forward vertical swing, just shift aside, jumping if you can to get around them. Classes with agility can try and roll around them.
Increased Drain Range
See IDR for more details. Basically though, you're trying to stay close enough to the Saberist to deal more FP drain than usual.
Other Weapons
Even though you're a gunner, your class does give you more to work with than just guns. There's melee, which can be very powerful if timed right… and if not timed right, can be done for the lulz. Wookies have an easier job here with Strength 3, but beware crouching Sith, you can't knock them down with your slap. There's also darts if you have them, the poison messes with their FP regen, as well as increases the FP drain on deflecting.
Grenades and TDs
Some classes also have grenades. USE THEM! But beware of Push, especially with TDs. You don't want it pushed back in your face now do you? Concussion Grenades help a bit with this issue, as cooking them (holding them for a few seconds before they explode in your hand), lets them explode either before the saberist can push, or explode before getting back to your ranks.
As for deciding when to throw a grenade, tossing one when the saberist knows it's coming is pointless. They'll push it back, or just jump over it, making you waste your grenade. It becomes even worse when there's a whole group of them, all able to push. What you need to do here, is to angle your throw so that if they push it, it still bounces to hit them, or so they don't see you tossing it. Staggering a volley of grenades helps, or throwing one after several others go off in the smoke helps here too.
If there's a corner, you can try to bounce the grenade off the wall to make the throw. Aim high most of the time, but vary it up a bit. Aiming at the base of a corner can push whoever hides there out into the open for you to shoot at.
Secondary Frag grenades are also very handy to use out in the open. But if you get caught in your blast, you're pretty much dead, as the saberist can get up faster than you can.
Advanced Tactics by Subaru
Warning: these tactics are very risky, and may require a high amount of skill\aim\luck to pull off. Failure to heed this warning may result in the death of you and\or your teammates
Deka + TD
If there is a single Jedi who is constantly killing off half your team or a horde of Jedi charging down a corridor that nobody can stop, you have one last option: kamikaze! As you may or may not know, any explosives that hit a Droideka's shield will detonate instantly. Thus, if you stand behind a deka teammate with a TD equipped, you can turn yourself into a nearly unstoppable nuke. Simply wait until a Jedi (or better, multiple Jedi) come within range of the radius of a TD, then drop it on the deka. The blast will consume you, the deka, and anyone else (including teammates!!!) within range. Please be sure to have the consent of any deka you try this with, and warn your teammates so they know to stay back!