Rifleman Archive
Thread: ADV STARTLE SHOT....BUGGED IN A GOOD WAY??
Vaddo wrote:
first do a KD. Then use eather startle shot or a mix of it with disarming shot (disarming shot is the same as startle but doesnt break with damage) this way the person who was KDed cant use KD recovery and cant get up....its like applying dizzys pre CU....but worse
Vaddo wrote:
first do a KD. Then use eather startle shot or a mix of it with disarming shot (disarming shot is the same as startle but doesnt break with damage) this way the person who was KDed cant use KD recovery and cant get up....its like applying dizzys pre CU....but worse
You will always be able to use knockdown recovery before the riflman can get off that startleshot, so at least you have 1 guaranteed chance to avoid this combo. With lag and all it is very hard to time it. Some have suggested having knockdown recovery as a default attack. The knockdown action doesn't set the cooldown timer unless you are knocked down and it will just make a click sound every time you are ready to shoot again.
If you read some of the other posts in the forum there are other ways of getting out of the startle disarming combo, but it is not easy to do. This special is working as intended and this is not a bug as of yet. Disarming shot does a similar thing and also breaks on dmg now. There is also a combat medic special that has a similar effect and the jedi have a combo of delay/root. They can root you and make it so you can't do anything else with a force power. Hope that some of this info helps you out.
i'm just curious at these different roots, i have the cm one however once i attack it breaks, and it also breaks with a tick, so if i want to use it lots i have to use non tick attacks (ie bleeding breaks it). i/ve had the jeid roots on me and i think there are two, one is a root in which the jedi can attack me and it doesn't break, however i can heal. the second is a stasis which is similar to paralyze. it's lengthy but once i'm attacked it breaks. the idea of a root that a rifleman can stick on me and i can't do anything, even heal, and he or she can pound on me for 10 or 15 sec is a little wild lol. i guess considering the damage that a rifleman can do makes it scary, however i would assume there would be a similar timer like the kd timer for sticking. i would guess that you would only be able to stick such an attack every min or min and half, but if anyone knows for sure i'd love to know
ok thanks
pagoa wrote:
i'm just curious at these different roots, i have the cm one however once i attack it breaks, and it also breaks with a tick, so if i want to use it lots i have to use non tick attacks (ie bleeding breaks it). i/ve had the jeid roots on me and i think there are two, one is a root in which the jedi can attack me and it doesn't break, however i can heal. the second is a stasis which is similar to paralyze. it's lengthy but once i'm attacked it breaks. the idea of a root that a rifleman can stick on me and i can't do anything, even heal, and he or she can pound on me for 10 or 15 sec is a little wild lol. i guess considering the damage that a rifleman can do makes it scary, however i would assume there would be a similar timer like the kd timer for sticking. i would guess that you would only be able to stick such an attack every min or min and half, but if anyone knows for sure i'd love to know
ok thanks
No timer as of yet but I hear the devs may be lookingto put one in (complete rumor, cant remember where on the boards I read it). All the delays break on dmg just like the jedi one you mentioned (didn't at the start of the CU, already had a nerf on delays). On a side note I heard from the jedi forums that firing advanced startle actually gets you out of the jedi delay, but I haven't ever had that particular jedi power used on me so I don't know if that is just more jedi whining or an actuall bug. Any of these specials can stick as soon as you can fire the shot again, and they are all 100% if you hit the shot. It is a very powerful combo which right now can counter the crazy heals that jedi and medics can use. With jedi it doesn't stop them from healing, but can stop them from doing much dmg to you whichgives you time to winthe fight.
Vaddo wrote:
first do a KD. Then use eather startle shot or a mix of it with disarming shot (disarming shot is the same as startle but doesnt break with damage) this way the person who was KDed cant use KD recovery and cant get up....its like applying dizzys pre CU....but worse
Could you not have "Disarming Shot" as your default attack and keep your opponent virtually "disarmed" the entire battle?
I did just that last night fighting in pve, I had disarming shot as default, but while DS does little damage it DOES do damage while keeping your opponent from attacking back.
Is this a viable pvp option?
Thanks
Cpl_Fisher wrote:
you will probably run out of action long before they run out of helath, startle shot is probably better for this as I think it prevents heals, but still, your ow action cost is what is going to hurt you badly.
that's what the SAC pups are for. and to clarify, startle shot prevents the doc/cm heals, but not jedi heals. with some action regen food and/or an action regen buff and a SAC pup you can do it indefinately, but it'll only work 1v1 because as soon as you get a second person on you you wont' be killing fast enough.