Overcharged shot - abit too punnishing?
Look at the cooldown. Without the knockback the cooldown is too short. I guess the overcharged shot is fine as it is. The knockback removes immob as well. This is nice
Unfortunately no, the self-knockback can’t just be removed. It’s a totally needed drawback to an instant 3 second launch that cures cripple, chill, and immob. Compared to the other Rifle Skills, it already has a disproportionate amount of power.
The fact that you have to be able to tell if it’s going to do more harm than good to fire your Overcharged Shot is more good design than bad!
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I wouldn’t call it punishing as much as I would call it strangely beneficial. Sometimes I really need to increase the distance between me and my opponent, and the shot does that well.
I’d like to add, that since it OS is a launch, it also enables you to launch downed enemies from a point.
This is also another very strong feature of the skill.
Eh, it puts maximum distance between you?
I was playing on my rifle engineer the other day and got to think of the skill “Overcharged shot”. It launches you and your foe backward. And I was thinking it might be a bit too punnishing for the engineer him/herself, in my opinion, to have to use a stun breaker in order to take full use of the knock back.
I’m not sure if it would be considered op to remove the knock back or not but as it is right now it’s risky in a fight with more than one person as it’s a free stun on myself.
Any comments on this?
i think it’s fine. however, the autoattack has no synergy with the rest of the skills.
As true as Odin’s spear flies,
There is nowhere to hide.
Its a good ability, that can be very punishing if you use it incorrectly or if it gets countered. I feel more abilities in general should follow Overcharged Shot’s design.
i think it’s fine. however, the autoattack has no synergy with the rest of the skills.
The auto has massive synergy with the rest of the rifle and other kit skills. It is literally our only direct damage >600 range attack for PvP (not counting grenades because they’re not effective at over 600 range in PvP). Our other ranged attacks are EG 1, pistol 1 and 3, and magnet.
That’s it. That’s all of the ranged attacks. Without a ranged rifle auto, power engi would be completely unplayable.
I was expecting complains on the 3s knockback. Joke of the year currently.
i think it’s fine. however, the autoattack has no synergy with the rest of the skills.
The auto has massive synergy with the rest of the rifle and other kit skills. It is literally our only direct damage >600 range attack for PvP (not counting grenades because they’re not effective at over 600 range in PvP). Our other ranged attacks are EG 1, pistol 1 and 3, and magnet.
That’s it. That’s all of the ranged attacks. Without a ranged rifle auto, power engi would be completely unplayable.
i disagree completely. with all the pulls and mobility engineer has, theres no reason the auto attack can’t be turned into something like a shrapnel burst. i’m never in 1000+ range for long with my rifle, if you are, you’re not doing something right. notice i said nothing about reducing the range of net shot. i could see the range of auto attack being reduced to 800 and it will get a damage boost if that’s the case. if guardian’s staff#1 can function with a 600 ranged auto attack i think our rifle can too. i don’t even use nades, which is funny that you’re using that as an argument. i think my setup is proof that 1000+ range isn’t necessary.
As true as Odin’s spear flies,
There is nowhere to hide.
i disagree completely. with all the pulls and mobility engineer has, theres no reason the auto attack can’t be turned into something like a shrapnel burst. i’m never in 1000+ range for long with my rifle, if you are, you’re not doing something right. notice i said nothing about reducing the range of net shot. i could see the range of auto attack being reduced to 800 and it will get a damage boost if that’s the case. if guardian’s staff#1 can function with a 600 ranged auto attack i think our rifle can too. i don’t even use nades, which is funny that you’re using that as an argument. i think my setup is proof that 1000+ range isn’t necessary.
It depends on who you’re fighting. If you’re dueling a d/p thief, you don’t need a ton of range or gap closing abilities—they’ll come to you. If you’re fighting a p/d thief, it will be different. Engineer only has one pull, and zero targeted gap closers, although rocket boots and jump shot can both be used to close distance.
800 range with a damage boost would probably be a decent trade-off. But I wouldn’t want to see it go any lower than that. Guardian staff is a lot more like engineer flamethrower actually, except with longer range and less retal punishment. I’m not complaining because engineer rifle is a great weapon, and back on topic, OC is an incredibly powerful skill. But trust me, it really needs the ranged auto.
i disagree completely. with all the pulls and mobility engineer has, theres no reason the auto attack can’t be turned into something like a shrapnel burst. i’m never in 1000+ range for long with my rifle, if you are, you’re not doing something right. notice i said nothing about reducing the range of net shot. i could see the range of auto attack being reduced to 800 and it will get a damage boost if that’s the case. if guardian’s staff#1 can function with a 600 ranged auto attack i think our rifle can too. i don’t even use nades, which is funny that you’re using that as an argument. i think my setup is proof that 1000+ range isn’t necessary.
It depends on who you’re fighting. If you’re dueling a d/p thief, you don’t need a ton of range or gap closing abilities—they’ll come to you. If you’re fighting a p/d thief, it will be different. Engineer only has one pull, and zero targeted gap closers, although rocket boots and jump shot can both be used to close distance.
800 range with a damage boost would probably be a decent trade-off. But I wouldn’t want to see it go any lower than that. Guardian staff is a lot more like engineer flamethrower actually, except with longer range and less retal punishment. I’m not complaining because engineer rifle is a great weapon, and back on topic, OC is an incredibly powerful skill. But trust me, it really needs the ranged auto.
In a Celestial build, you can pretty much replace Hip Shot with Tranquilizer dart. It’s nice.
Rifle as a stand-alone though would not function without a long range auto, correct.
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i disagree completely. with all the pulls and mobility engineer has, theres no reason the auto attack can’t be turned into something like a shrapnel burst. i’m never in 1000+ range for long with my rifle, if you are, you’re not doing something right. notice i said nothing about reducing the range of net shot. i could see the range of auto attack being reduced to 800 and it will get a damage boost if that’s the case. if guardian’s staff#1 can function with a 600 ranged auto attack i think our rifle can too. i don’t even use nades, which is funny that you’re using that as an argument. i think my setup is proof that 1000+ range isn’t necessary.
It depends on who you’re fighting. If you’re dueling a d/p thief, you don’t need a ton of range or gap closing abilities—they’ll come to you. If you’re fighting a p/d thief, it will be different. Engineer only has one pull, and zero targeted gap closers, although rocket boots and jump shot can both be used to close distance.
800 range with a damage boost would probably be a decent trade-off. But I wouldn’t want to see it go any lower than that. Guardian staff is a lot more like engineer flamethrower actually, except with longer range and less retal punishment. I’m not complaining because engineer rifle is a great weapon, and back on topic, OC is an incredibly powerful skill. But trust me, it really needs the ranged auto.
In a Celestial build, you can pretty much replace Hip Shot with Tranquilizer dart. It’s nice.
Rifle as a stand-alone though would not function without a long range auto, correct.
i’m going to disagree slightly. it makes it seem that a shotgun is trying to be a rifle.
As true as Odin’s spear flies,
There is nowhere to hide.
i’m going to disagree slightly. it makes it seem that a shotgun is trying to be a rifle.
If it bothers you that much, just pretend it is a shotgun and 1# simply fires slugs.
A good way to look at the skill is that it’s easy to use for a team setting, and difficult to use solo. It does a lot for the engineer already. Knocking back, interrupting, removing movement-based conditions.
If an engi wants to get full use out of the skill, he does have to invest more, but not as much if it’s a KB his party can follow up on. Strong skill, you know what will happen if you press it ahead of time so you can prepare accordingly.
Me, I use it to dodge things sometimes so I’m okay with how it is
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