Carbineer Archive
Thread: Burst Shot 1 and Burst Shot 2.. wheres the difference?
I agree. I had to play for a couple weeks to earn the xp to get burst shot 2, and I dont use it because it does <= the damage of burst shot 1. Its absoutly the most rediculous thing i've seen in the game. Those of us that dont play 24/7 have to spend a lot of our game time to earn these skills then they dont even work. To bad I wasn't a pistoleer or or something. This class sucks.
frustrated,
Daaklar
I've fired off over 30+ burst shot 1's and burst shot 2's seperately and took screenshots of a good portion of them and from what they can tell, they are very similar. There was better damage on burst shot 2, but on average, it was amazingly similar to burst shot 1. Leading me to believe that there is perhaps a .5 damage modifyer over Burst Shot 1, if even that.
On top of that, it was much higher HAM costs that it's not even worth using at all. I'm definately going to suggest more damage because at this point it's not even worth using. However, Idoubt that they would makeit's damage as high as crippling shot's. Since even with a damage increase, it most likely won't be as good as crippling shot, does anyone think that making it AE would help? It wouldn't make it just another random pool single target attack, however, it would make it another cone random attack.
What about making Burst shot like 3 seperate shots all at once? Maybe 2 shots at 1 and 3 or 4 at BS2. You would have a wider range of damage, because of the hit/miss chance with multiple shots. I am just throwing this out, brainstorming, I have not thought it threw LOL.
It just seems to me we actually have too many different shots, all with the same effect. It shouldn't all be about just adding (minus as we all know) damage, or adding a cone. Maybe have some with increased PD or KD durations, or stuns and so on.
There's 2 cents for someone to invest....
What if you kept it single target (after all, if you made it AE, it would just be another fullautoarea, right?), but increased the damage to crippling shot or near crippling shot levels. Then, make crippling shot action targetted to match legshot3 (in the same line). You'd probably have to reduce the damage some, maybe to 75% of its current damage (which seems like it would tend to be similar to whichever the good rifleman headshot is?), and increase the secondary stat wounding effect instead.
This would differentiate all three attacks nicely, IMO.
cone area effects already have wild shot 2 and full auto area, why would carbineer need another from burst shot 2?
SOJ: It would make sense for Burst Shot 2 (Burst Blast) to be an area of effect shot, but still it says that Burst Shot 2 is much more powerful than Burst Shot 1, and neither of us are seeing that. Using my DXR6 with this shot at my ideal range (22m) I can do around 600-800, mostly landing around 700 a shot. Even when using the aim skill. Using Burst Shot 1, at a much longer range with my DXR6, I'm doing around 800-850 damage. Maybe it was a turn of luck, or maybe there's something wrong here.
I can't use a Laser Carbine to test these skills out since its damage variance is insane, and the DXR6 I have right now is 100-155. It's bonus at 22m is +2.. I don't know anymore, and I'm starting to just not care.