Rifleman Archive
Thread: Question About rifleman AE's
Greetings all just got myself novice rifleman with the intention of coupling master rifleman with my master smuggler. Been reading over all the great information on this boards and have my route planned out through rifleman. One question i have though is about the various AE shots you guys get.
Flushing Shot2D x4.0 T x2.6 M x6 (AE) Stun + Raises posture
Flurry Shot2D x2.0 T x2.3 M x6 (AE) Dizzy
Strafe Shot2D x5.0 T x3.5 M x6 (AE) Clears cover + delay
Startle Shot2D x4.0 T x2.6 M x6 (AE) Raises posture (Broken?)
These are the ones listed in the FAQ. I was wondering which ones are actually useful? do they target specific HAM stats or are they spread around dmg wise etc and any other useful info you can give me on them please.
I believe Grendelwyf meant /flushingshot2 brfore Master, which is damage * 4
as an add-on, countersniping4 (startleshot2 )should be the last weaps xp box you fill, since it does the same damage as flushing2, with the same delay, and doesn't add stun (can anyone say "useless special"?)
I'm also thinking about using it PVP more. My roomate just got group knockdown for the Carbiner and I think that would make a pretty nasty AOE combo. Does anybody know if this works well, or are we wasting our time?
i believe group kd is bugged... have your friend check that first.
other than that, it should work fine.. i've verified that flurry 2 does do aoe+chance for dizzy.
cool thanks i run tons of faction missions so that'll help alot.
and if your referring to chargeshot2 for the carbine special i believe its busted at the moment.
He just dropped Master Pistoleer and only has 20k combat to go till he gets that carbine skill. I can't wait to tell him its bugged to hell. So much for our PVP tag team.