Rifleman Archive

Thread: Improved Startleshot

ITOAO
Thu Jun 02, 2005 9:52 am
#1

I knowI was just singing the praises of this shot. However yesterday I saw someone without Master Rifleman using the non-improved version and it seemed to last much longer it did not break quite as soon also. Is there any way someone could test this. I was in a group of 8 hunting Bols and when he used it I would see the icon for at what seems like 2 or 3 seconds. Mine seemed to break on the first attack. Is it just me?



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Ackehece
Thu Jun 02, 2005 10:14 am
#2






ITOAO wrote:

I knowI was just singing the praises of this shot. However yesterday I saw someone without Master Rifleman using the non-improved version and it seemed to last much longer it did not break quite as soon also. Is there any way someone could test this. I was in a group of 8 hunting Bols and when he used it I would see the icon for at what seems like 2 or 3 seconds. Mine seemed to break on the first attack. Is it just me?






startleshot delaybreaks on damage

if you do not fire after you use the shot it will last up to 5 secs



"And these blast points, too accurate for Sandpeople. Only
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Ackehece - Eclipse | Tife - TestCenter




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ITOAO
Thu Jun 02, 2005 1:21 pm
#3

I will read the description again when I get home.



VODO FALLS RESIDENT
Dantooine
Proud Winner- Nym's Scavenger hunt.
Only City with an X-wing fighter
AND a fallen AT-AT.



Semi-Sentient-System
Thu Jun 02, 2005 2:44 pm
#4

It semes to me that some enemies dont like startle shot and some do...

some creatures just have it blinking for a sec then its gone (like those thugs on the avatar

while when i was fighting melchial 2 days back it was a blessing... it delayed his actions for a "long" time...


if there is one skill i dont see the point in its kneecap shot... it does almost nothing, before pub17 i could atleast combine it with my friend when he used crippleshot i used kneecap shot and it would make creaures stop and walk extreamly slow... but that dont work anymore either...

Geddeo
Thu Jun 02, 2005 3:17 pm
#5


I think Kneecap shot works even better now since publish 17. From what I can tell it makes any creature or npc move just as fast as you do with a rifle in your hand. You can kite very effectively if you snare them at 30m out. If you wait till they are on top of you then yes, kneecap shot is worthless because you cannot gain any distance from your target.


Working kneecap shot with my delay tactics and root I can stay out of melee range for the entire combat phase even when fighting krayt and other hard melee npcs.


Also, advanced startle goes away as soon as something damages the target. It can be you shooting another shot at the target, a group member, a creature, maybe dots but I don't have any to test. If you land it and do not shoot another shot the icon will stay on the target for almost the entire duration of the startleshot cooldown. I noticed that it will break in the same location for my pistol and my rifle so I'm not sure if it a straight 5 second timer or based off the cooldown timer of the shot. It is somewhere around 5 seconds though.

Message Edited by Geddeo on 06-02-2005 03:21 PM

NeonCoyote
Thu Jun 02, 2005 11:25 pm
#6






Semi-Sentient-System wrote:

It semes to me that some enemies dont like startle shot and some do...

some creatures just have it blinking for a sec then its gone (like those thugs on the avatar

while when i was fighting melchial 2 days back it was a blessing... it delayed his actions for a "long" time...


if there is one skill i dont see the point in its kneecap shot... it does almost nothing, before pub17 i could atleast combine it with my friend when he used crippleshot i used kneecap shot and it would make creaures stop and walk extreamly slow... but that dont work anymore either...





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Geddeo
Fri Jun 03, 2005 12:17 am
#7

If you read the description only the advanced version of this shot is supposed to put a delay on the target. If the lower level startleshot is also delaying it is probably a bug.


Otherwise it might not be delaying therfore not break on dmg and the state effect stays on so the target cannot go prone till it wears off?


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