Rifleman Archive
Thread: Whats the beef with AOE attacks?
After looking through the votes above, I noticed a lot of peopleliking the idea of our AOE attacks (Specifically Strafe 2) to be changed to high damage single target attacks.
The way I look at our tree, 1/2 is directed to "sniper"& the other 1/2 is group fire support.
I personally LOVE the AOE attacks. The grind right now is painful at 3 0 3 2, I can't imagine what it would be like if I didn't have Flurry2. Getting XP would be like plucking all the hair out your nose with tweezers.
So what are the arguments against the AOE attacks? And don't tell me it's because one of our titles is "Sniper". In my opinion, everyone who signed on thinking they would be full on snipers were kidding themselves. The Rifleman profession is a much greater value with the AOE attacks.
Now, an elite elite class that requires Rifleman 4 4 0 0 can go that full sniper route and make those folks happy.
Save Strafe Shot 2!
the area attack specials rule, the xp grind isnt even a grind anymore...and i will hit master using them very soon. I use a pet to hit each mob near the nest once...lately its been sharnaffs/giant baz nitches...first i open up with flurry2...to stun them, then the area dizzy shot..and repeat with flurry2...5 shots later 3 dead 10k ham creatures and 14.5k rifle xp for me....regen/heal pet repeat..can usually get 3 spawns out of hte giant baz nitches nest so thats 45k xp per nest
i use a laser rifle sliced for damage and always use maxdam/mind cost power ups 32/16, my pet is a giant sand beetle (armour light, range attack, 9.3k ham lev 30)
i would always want one area damaging shot... for pveing and battle zones
We need to keep SS2 an AE attack no questions asked....
Suprise shot should do the same dmg as SS2 (if not more)but with cheaper HAM since its a single attack. ATM suprise shot is buged or the worst special ever because its dmg multiplier is around 3 not 5.
Most of these numbers are thanks to Flyojumper, with a few taken from other places and a couple done myself, formatting and status changes by "forgotten name sorry" on the rifleman forum.
Regular Auto-Attacks do 1.5 times the base damage stats on the weapon (so a 60-100 would do 90-150 auto attacks). The following damage and time multipliers are relative to auto attacks damage and time (x1.0 being an auto attack).
Rifles:
Head Shot1 ........... Damage x1.5 ........ Time x1.5
Head Shot2 ........... Damage x2.5 ........ Time x1.75
Head Shot3 ........... Damage x3.0 ........ Time x2.0
Mind Shot1 ............ Damage x1.5 ........ Time x1.8 - Bleed attack
Mind Shot2 ............ Damage x2.0 ........ Time x2.0 - Bleed attack
Conceal Shot ......... Damage x2.5 ........ Time x3.0
Surprise Shot......... Damage x3.0 ........ Time x?.? - Must be used from Cover.
Flushing Shot1 ...... Damage x2.0 ........ Time x2.1 - Clears others from TakeCover
Flushing Shot2 ...... Damage x4.0 ........ Time x?.? - AE damage + Stun - Random bool
Flurry Shot1 .......... Damage x2.5 ........ Time x2.0 - Dizzy (may fall on posture chg)
Flurry Shot2 .......... Damage x??? ........ Time x?.? - AE damage + Dizzy
Startle Shot1 ......... Damage x2.0 ........ Time x2.1
Startle Shot2 ......... Damage x4.0 ........ Time x?.? - AE damage + raises posture
Strafe Shot1 .......... Damage x2.0 ........ Time x2.0
Strafe Shot2 .......... Damage x5.0 ........ Time x?.? - AE damage + Clears cover
I tried surprise shot for a bit, you don't need to be in cover anymore to use it andit seems to have the x3 multiplier I stated before with the same HAM cost as headshot 2. The damage I was getting with surprise shot was nowhere near the damage I was getting with strafeshot 2, think 600 vs 1000.