Rifleman Archive
Thread: StartleShot1/2
Both BH and Carbineer can do Blind right now.
XaverriJade7 wrote:
Also, seems like people have moved past the Blind status effect idea. I still like it though. It's already in-game, so it's not asking for much of any work at all as far as coding it in. I know BHs are one ranged profession that can Blind- can Carbineers do it too?(Too many of their specials were broken when I mastered). If they have it, then I can see how we may be infringing on their territory. If not, let's not forget about this until we know for sure if these other ideas will even be considered by the Dev team.
PsychoticChipmunk wrote:
Well to help the rangers, allow startleshot to stack with traps. That way you can slow the person down by half or so(capped) by using multiple traps and the shot. As per the difference between startle 1 and 2 I agree, an AoE would just be too powerful. We could make damn near everyone crawl to get us and just reverse kite people/get out of the battle and retreat alive(assuming we slow them down enough) so how about this. They both stay single target and just hit for more slowing ability between the two. Startle 1 slows them down from 15-18% randomly (1/6th) and startle 2 slows them from 30-34% randomly (1/3rd) startleshot 2 also has the chance to either kick someone out of burstrun or to simply make somebody tired so they can't burst run, even jedi. Not sure which of those would be the most realistic to have.
Waste93 wrote:
Both BH and Carbineer can do Blind right now.
XaverriJade7 wrote:
Also, seems like people have moved past the Blind status effect idea. I still like it though. It's already in-game, so it's not asking for much of any work at all as far as coding it in. I know BHs are one ranged profession that can Blind- can Carbineers do it too?(Too many of their specials were broken when I mastered). If they have it, then I can see how we may be infringing on their territory. If not, let's not forget about this until we know for sure if these other ideas will even be considered by the Dev team.
I think BH is the only ranged professionthat hasblind attacks.........
Spray Shot(carbine) and Eyeshot(pistol).
Though many carbineers now pick up MBH to get the nasty speed and specials(I swear by Spray shot, my favorite special in all carbine).
Back on topic![]()
If we gave Startle 1 & 2 Snare abilities to keep it balanced we can do this:
Startle 1 has a 30 second snare effect and Startle 2 can have a 15 second snare effect. That way the AOE would not be Overpowered.
Also making it stack with P-darts would still keep the ranger's/Scout's usefullness with traps.
Startle2 should be a posture down attack
Afoi
And this is why people suck at pvp /end flame
PokOgoota wrote:
Hmm, I wasn't aware Stun affected state defenses. In that case, maybe a root or a slow - slow their movement for 5 sec on a 30 sec timer, or somesuch. The Advanced Aim suggestion is a really good one, too.
Waste93 wrote:
Stun already lowers the targets defenses including those to state effects. Which is why FlushingShot1/2 is better than StartleShot1/2.
Waste93 wrote:
I'm liking the idea of having it slow the target. Question is does that unfairly infringe on Scout/Ranger traps that do the same?
Also what would the difference be between StartleShot1 and StartleShot2? Making an AoE slow attack could be a bit much. Either way it would also have to be on a timer.
Dont make it a snare make it a ROOT effect. Most animations now have a temporary rooting effect when use at a stop then attempting to move. If already moving this isn't the case.
example: Combat Medics are ROOTED for 4 seconds to toss any poisons or stims. Surprise shot could potentially ROOT the target if it hits for a few seconds but doing nothing more. No states, no posture down, just stopping them in their tracks for a few seconds.
This would give the needed boost that any ranged professions needs to combat melee professions. I mean if we run in any direction other than a perfectly straight line a melee WILL catch us.