Rifleman Archive
Thread: Differences in Shot specials?
flushing shot 1 isn't really good unless you want to have a good chance of hitting their health.
Flushing shot 2 is where its at: area of effect so you can hit lots of targets at once if they are all in combat, drains less mind than headshot3, and has a higher damage multiplier. Plus it hits random pools so it hits health about 60% of the time, so its usefull in groups where u want to hit the pool everyone else is hitting to bring the mob down faster. And flushing shot 1 and 2 both stun, theres no such thing as "startle"
and yes, strafeshot1 isn't really good if you have flushing shot 2. And people make such a big deal out of strafesho2 cuz its the highest damaging rifle special... 5x multiplier, so u can be doing 4000 damage in pvp with an OK gun. If someone has low health or action best bet is to hit them with strafeshot 2 and it will most likely hit those pools since its a random pool speical (random pool speicals hit mind only rarely).. even with 75% pvp reduction it does a lot of damage.
Flushing Shot2 D x4.0 T x2.6 M x6 (AE) Stun + Raises posture
Startle Shot2 D x4.0 T x2.6 M x6 (AE) Raises posture (Broken?)
That is a question that has been asked over and over again on these boards, and I doubt the question has been answered satisfactorily since the Devs have never commented.However, I think we can make a reasonable guess knowing how things work in the game. Except for the fact that Flushingshot stuns while Startleshot does not, all other aspects of the shots seem to be the same. This is odd to us because, the higher in the tree you go, you expect the shots to be more effective. And for both versions, Startleshot comes after Flushingshot. Since Startleshot gives up a chance to Stun yet comes after Flushingshot in the tree, I conclude that this means that the posture change effect for Startleshot is more effective than the one for Flushingshot. That is, while Flushingshot has a chance to Stun and to Raise posture, you are more likely to get a raise in posture if you use Startleshot than if you use Flushingshot since, other than damage, that is all Startleshot is designed to do.
I have no proof of this. It is just what I would expect to see given what else we see in the game.
kirstar wrote:
huh?
for some reason I cant understand any of that.
I know its english, I read it, but nope, NO comprehension.
can you guys put it in BLOND for me ?
Use Flushingshot.
Sotaudi wrote:
kirstar wrote:
huh?
for some reason I cant understand any of that.
I know its english, I read it, but nope, NO comprehension.
can you guys put it in BLOND for me ?
Use Flushingshot.
Okay, that is the truth of it, but here is what I believe the idea behind all of this is. Take a look at what our shots do (ignoring differences in damage):
Strafeshot: Removes the target's cover state
Flushingshot: Stun and raise posture
Flurryshot: Dizzy
Startleshot: Raise Posture
Then take the effects of posture and cover:
Cover: Adds to ranged defenses.
The lower your posture, the higher the ranged defenses, but the lower the melee defenses.
So from this I think we can conclude that the idea behind the rifleman state changes is to get other riflemen out of cover and raise the posture and lower the defenses of any ranged profession. And use Dizzy to keep them from changing it back. So ideal scenario would be:
You encouter a rifleman, you both go prone and under cover. You fire Strafeshot to remove their cover (now they are like any ranged profession that is prone). You fire Flushingshot to stun them and raise their posture (both lower ranged defenses). They are now kneeling. You hit them with Flurryshot to dizzy them, and hit them with Startleshot to raise their posture further, further lowering their defenses and possibly triggering a voluntary posture change to get lower and safer again, which could create a KD. Now, you are prone and in cover (your best ranged defense state) and they are standing and unable to lower posture or they are dizzy/KDed. Both of which give them the lowest ranged defenses and, if KDed, extra damage.