Carbineer Archive

Thread: Burst Shot 1 and Burst Shot 2.. wheres the difference?

Kal-Rhan-Sideux
Sat Aug 23, 2003 2:05 pm
#1

Here's the difference.. I do LESS damage with Burst Shot 2, a skill that took me 350k Carbine Weapons experience to get.. than Burst Shot 1, a skill that cost 175k to get.



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Novice Armorsmith
Founder of Fringer Technologies (Unoffical PA)
Dark Trooper Facts: http://www.starwars.com/databank/droid/darktroopers/eu.html
Daaklar
Sun Aug 24, 2003 6:56 pm
#2

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

SOJ
Mon Aug 25, 2003 6:12 am
#3

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.

Garaaz
Mon Aug 25, 2003 6:22 am
#4

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....




May the FORCE....
DIE with you!
Kaffis
Mon Aug 25, 2003 5:48 pm
#5

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.

BFett33
Mon Aug 25, 2003 6:34 pm
#6

I have both crippleshot and burst shot 1, I really don't like cripple shot much at all it just seems too slow and I hit for only 300 a lot which is lame when it's a shot that can get up to at around 2300. Out of all my big damage shots like cripple, burst, fullauto etc. I like burstshot 1 the best because it just seems fast and low ham cost where as cripple is slow and low ham cost, and fullauto is high ham cost and medium speed. I have expert marksman and assault so far and scattershot 2 is one of my favorite shots, if you don't play much and don't know what discipline to pursue I recommend Assault branch. Max I have gotten with scattershot is 1680 about and it damages all pools (though not necessarily same damage on each) so none of this random pool stuff, plus that branch has + carbine speed which I think is the best modifierto get first over counterattack and accuracy.
Defirstcut
Mon Aug 25, 2003 10:29 pm
#7

cone area effects already have wild shot 2 and full auto area, why would carbineer need another from burst shot 2?


Kal-Rhan-Sideux
Tue Aug 26, 2003 12:41 am
#8

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.




--------------------------------------
Novice Armorsmith
Founder of Fringer Technologies (Unoffical PA)
Dark Trooper Facts: http://www.starwars.com/databank/droid/darktroopers/eu.html
Kaellok
Tue Aug 26, 2003 4:16 am
#9

what about adding a status-change to burst shot2? like dizzy/blind/stun. i speak from personal in-game experience...being blind sucks really, really bad. dizzy when kiting is great...use a posture-change on them, and there's a chance they fall down for a long time. if they don't fall down then,when they stand up from the kneeling or kd, there's a good chance they'll fall over. not sure about stun...i think that's a no-aciton for a time, just a guess. having an attack that have one of these type of status-change that actually does damage would also let us have an ability that would be worht using, esp. after the incoming kd/posture-down nerf.
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