Rifleman Archive
Thread: what is the practical difference between flushing shot 2, startle shot 2 and strafe shot 2 ?
hi
i'm almost master rifleman, so far i am 4,3,4,4 and the one thing that has me wondering, what is the practical difference between flushing shot 2, startle shot 2 and strafe shot 2 ?
i understand that the strafe shot 2 is supposed to have biggest dmg multiplier, but what are the practical differences ?
all 3 are AE, all 3 have same effect they bring your opponent upright thus supposedly making him/her/it easier to hit, startle shot 2 and flushing shot 2 have exactly same HAM costs (not sure bout strafe shot 2 yet). when i use flushing shot 2 and startle shot 2 i get exact same average dmg using same guns andexact same rate of fire. if there are differences, they are on paper only and not noticable in practice in the game. so why have 3 different abilities that do exact same thing ? someone enlighten me ?
Technically Flushing shot stuns and Strafing shot removes cover. Startle shot does nothing special. They all three are AE damage they all do the same damage they all have the same ham costs, and they all have the same delay. (Well I don't really know about the delay on Strafe shot cause I can't get a gun slow enough I can tell a delay difference on anything at master.
This, honestly, is the biggest flaw in the rifleman class. I would like to see these powerful shots do other things. Perhaps make Startleshot single target and make Strafe shot have an extra +1 to the damage multiplier or 2/3 the ham costs or something. Then leave flushing shot as the baseline. I don't like the fact that our best attack(s) are all AE and the best non AE attacks we have are 2/3 damage to 1 pool or 1/2 damage to random pools of the AE.
Kurrash
Master Rifleman
Master Ranger
Kurrash wrote:Technically Flushing shot stuns and Strafing shot removes cover. Startle shot does nothing special. They all three are AE damage they all do the same damage they all have the same ham costs, and they all have the same delay. (Well I don't really know about the delay on Strafe shot cause I can't get a gun slow enough I can tell a delay difference on anything at master.
This, honestly, is the biggest flaw in the rifleman class. I would like to see these powerful shots do other things. Perhaps make Startleshot single target and make Strafe shot have an extra +1 to the damage multiplier or 2/3 the ham costs or something. Then leave flushing shot as the baseline. I don't like the fact that our best attack(s) are all AE and the best non AE attacks we have are 2/3 damage to 1 pool or 1/2 damage to random pools of the AE.
Kurrash
Master Rifleman
Master Ranger
Strafe DOES have a higher multiplier, it's 5x as opposed to 4x for the other two
Khryas, on Bria
Rifleman/Doctor
" What's a T-21??? " EVERY rifleman on Bria
Strafe 2 removes cover, with 5x damage bonus.
Startle2 raises posture, with 4x damage bonus.
Flushing 2 stuns the target and raises posture (seems to be lower chance than startle2), with 4x damage bonus.
ummmm
i been using FLushing 2 for the last 2-3 weeks straight on everything from NPCs, monster mobs, and players alike. it does NOT stun or do anything besides the dmg and AE. if its supposed to then it is bugged, i am 110% positive of that. it is what led me to make this post.
likewise with startle shot 2. it does NOTHING visible that mattersin the game. perhaps again it is supposed to on paper. but doesnt. there is zero distinguishable difference between the 2. as raising posture and taking off someones cover achieve the same effect. on top of that i use aim a lot so i hit my max bonus of +50 accuracy all the time anyways and things such as removing cover or making someone upright dont do anything at all ![]()
I find that status effects like dizzy,stun, posture change on our rifleman skills aren't effective against AI mobs and players alike, not to mention the high mind cost strafeshot2,flushingshot2 and flurryshot2 have ![]()