Red Gun Rolls

2 posts · 2005-11-09 05:27:00 to 2005-11-09 07:01:00

#10400040061 11/09/2005 05:27 Re: Red Gun Rolls





Lupiin wrote:


K,this is just me, but having been a fairly dedicated Duelist since release, I have noticed  couple of things.



1.Theres like 2 distances in interlock, close combat fighting, and the other only available when u use guns, gun range.


2.You WILL get red roles at close combat range, seeing as guns are not meant to be used there,trying landing either a special,like Pistol Evasive, ( designed specifically for you to get to the desired range  i beleive) or a Grab tactic seems 2 work well, either way, get them away from you and out to gun range. Your rolls should improve and appaear white after this while you keep them at that range.






I am getting the same behavior in gun interlock.  At point blank range rolls are always red and if I can manange to get a couple of meters away from my opponent the rolls are either white or green.  I have tried mixing speed/power/grab to control the my distance from the opponent, but nothing seems to work consistently.  Also, the Sharpshooter abilitiy seems to have no effect whatsoever.


One frustration I've had with the Duelist tree is that when I'm at the range in interlock that gives no penalty to combat rolls, I am often out of range of the special attacks.  Since there doesn't seem to be a way to consistently control your distance in interlock, I tend to think this is a bug.


If anyone knows how to control interlock distance, please share.


#10400040074 11/09/2005 07:01 Re: Red Gun Rolls




dataslayer wrote:


I recently started to pick up firearms in combination to my MA skills. Now you need to be a semi high level to be able to mix trees effectivly (I'm guessing around lvl 30 or so). I can't say I have the problem of the red rolls when in IL, but thats probably because I use firearms outside of IL and melee attacks inside. But I have a lil theory about getting distance. Now I could be wrong as I haven't tested this, but if you could use a grab, or some technique that usually throws an opponent (so use self defence, or some other melee style first), that will give you the distance, and then switch quickly to guns to fire off a few shots. Try mixing it up between self defense and guns in IL and see what you come up with. I will state again, I haven't proved this yet, but its a theory I have. Try it out and let me know how it goes.





I have tried this and it does work sometimes.  The problem is that a dedicated gunmen is not going to have much of a MCT buff and if your opponent succesfully lands one normal attack you're disarmed.  Just switching to a grab (retaliate) attack with a ranged weapon will sometimes move you into the non-penalty range.  But, in my experience, it is far from consistent.  And you have to successfully land a grab (retaliate) attack with a penalized combat roll to get this to work.  Furthermore, if your in a confined area nothing seems to be able to move you into the non-penalty range.  Of course this is what you would expect to happen in such a situation.


I strongly suspect the Sharpshooter ability was intended to overcome this problem, but it is not functioning as it should.


My solution to the problem has been to use TB's or use Rifleman and avoid interlock.