Rifleman Archive

Thread: Startleshot... What makes it so good?

YayAreaRider
Sat Jul 16, 2005 9:20 am
#14

It has to be said...
Chaining Startle Shot with a very fast weapon was the ultimate in cheap tactics.

In PVP, most every person I've been up against abused Startle Shot, the way it stacked was very imbalancing.

Startle Shot and Disarming Shot will still be useful for things like firing one off, changing a weapon, then having the ability to attack again before being attacked back, or getting a heal off without them attacking back and allowing you attack again before being hit.



- I supported keeping & balancing the original combat system
Agerman
OhBuggah
Sat Jul 16, 2005 5:14 pm
#15






YayAreaRider wrote:
It has to be said...
Chaining Startle Shot with a very fast weapon was the ultimate in cheap tactics.




Actually, the "ultimate in cheap tactics" has to be when a person takes advantage of the KD Recovery bug and wails on you 10 times in a row when you obviously are bugged. I've yet to see a Jedi not take advantage of this bug when the BH is hit with it.

PyscoJuggalo
Sat Jul 16, 2005 7:44 pm
#16

Just because Chaining Startle was a cheap tactic (No more cheap then putting 4-0-0-0 CM or Doc in your temp I might add), does not mean that making Startle nearly worthless is a good thing. It is infact a bad thing especially since rifleman has so few useful specials.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
PyscoJuggalo
Sat Jul 16, 2005 7:45 pm
#17






YayAreaRider wrote:
Startle Shot and Disarming Shot will still be useful for things like firing one off, changing a weapon, then having the ability to attack again before being attacked back, or getting a heal off without them attacking back and allowing you attack again before being hit.





Like I said, nearly worthless


Giving Startle or Disarm 10 more seconds of delay will not make it overpowering, especially since that delay breaks on damage.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
YayAreaRider
Sat Jul 16, 2005 9:18 pm
#18



OhBuggah wrote:


YayAreaRider wrote:
It has to be said...
Chaining Startle Shot with a very fast weapon was the ultimate in cheap tactics.


Actually, the "ultimate in cheap tactics" has to be when a person takes advantage of the KD Recovery bug and wails on you 10 times in a row when you obviously are bugged. I've yet to see a Jedi not take advantage of this bug when the BH is hit with it.





Word, that bug sucks, but theres a way to counter it. Hit ESC a few times as soon as you notice you get KD'd, then use your KD recovery, works like a charm. The reason the bug happens is because you had a move queued up and it sort of gets stuck trying to execute after you've been KD'd.



- I supported keeping & balancing the original combat system
Agerman
YayAreaRider
Sat Jul 16, 2005 9:22 pm
#19



PyscoJuggalo wrote:
Just because Chaining Startle was a cheap tactic (No more cheap then putting 4-0-0-0 CM or Doc in your temp I might add), does not mean that making Startle nearly worthless is a good thing. It is infact a bad thing especially since rifleman has so few useful specials.





I fail to see how having the ability to heal can be considered "cheap", unless in a guildwar situation with outside healers. Having the ability to prevent someone from doing anything by virtue of a move that can be chained and causes a fair amount of damage in the process pales in comparison.



- I supported keeping & balancing the original combat system
Agerman
RebRifle
Sat Jul 16, 2005 10:06 pm
#20

I have a feeling this system is going to way of the old system...........
PyscoJuggalo
Sat Jul 16, 2005 11:07 pm
#21






YayAreaRider wrote:





PyscoJuggalo wrote:
Just because Chaining Startle was a cheap tactic (No more cheap then putting 4-0-0-0 CM or Doc in your temp I might add), does not mean that making Startle nearly worthless is a good thing. It is infact a bad thing especially since rifleman has so few useful specials.







I fail to see how having the ability to heal can be considered "cheap", unless in a guildwar situation with outside healers. Having the ability to prevent someone from doing anything by virtue of a move that can be chained and causes a fair amount of damage in the process pales in comparison.





Healing almost as good as a Master Doc with 1/4'th the investment is very cheap Much cheaper then spending the extra 43 SP.



Startle shot only harmed Ranged/Healers, Melee/Doc's laughed at Startle shot........... My Master Pikeman/Doctor/0-4-0-0 TKA laughed at Startle shot





I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Ackehece
Sun Jul 17, 2005 7:15 am
#22

I am pressing for a shorter timer on the enraged/angery state. I feel it is much to long and does remove the utility of the shot. I feel a 6 sec delay followed by 6-10 secs of immunity can work... 20 secs is to long.



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Ackehece - Eclipse | Tife - TestCenter




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PyscoJuggalo
Sun Jul 17, 2005 2:42 pm
#23






Ackehece wrote:

I am pressing for a shorter timer on the enraged/angery state. I feel it is much to long and does remove the utility of the shot. I feel a 6 sec delay followed by 6-10 secs of immunity can work... 20 secs is to long.





Oh hell yeah!A 6-10 second immunity would make Startle very useful(Read the other post first, that's why they contradict). If we could get a 6 second immunity that would be awesome, 10 seconds would be good as well.....



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Kyyrtek
Sun Jul 17, 2005 7:49 pm
#24



PyscoJuggalo wrote:
Just because Chaining Startle was a cheap tactic (No more cheap then putting 4-0-0-0 CM or Doc in your temp I might add), does not mean that making Startle nearly worthless is a good thing. It is infact a bad thing especially since rifleman has so few useful specials.



Im sorry, I dont see the connection between the 2 points here... we are given enough skillpoints to have 2 elites and go all the way up to 4xxx CM if we want heals. Or you can put then into master marksman, or whatever you want.. its your choice to build your own temp. As far as nerfing the dazee-chain, its definitley gamebreaking as is, but I agree with you that rifleman has few effective specials, especially being one of the few elite professions that doesn't have a KD or a root. I would hope that they don't just nerf startleshot itself, and that they actually fix it so that it can't be looped to prevent counter attacks.



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Cpl_Fisher
Sun Jul 17, 2005 8:24 pm
#25






PyscoJuggalo wrote:
Just because Chaining Startle was a cheap tactic (No more cheap then putting 4-0-0-0 CM or Doc in your temp I might add), does not mean that making Startle nearly worthless is a good thing. It is infact a bad thing especially since rifleman has so few useful specials.





how is having 4/0/0/0 cm cheap?


you do get almost as good healing as a master cm, but you don't get the nice dots, the debuffs, or the best snare in the game, or the ability to rez.

This is comming from a master cm......



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