(edited by nofo.8469)
Engineer Rifle
- is the most entertaining, damaging, and suited to the theme of the profession than any of the other rifle skills, you’re not a sniper you’re a mad scientist.
There are quite a few skills in the game that have you launch into the air and smash enemies when you land, and all of them suffer from that same feeling of sluggishness. I don’t really have a problem with the engineer rifle skills being geared toward short-range support play, though.
It works perfectly IMO. The rotation I normally use is:
1. Shoot them with hip shot from max range
2. Use Net Shot to slow them down and get some more Hip shots in
3. When they get close, use Jump shot to get in behind them, dealing damage both when taking off, and landing
4. Immediately use Blunderbluss and then Overcharged Shot to get distance.
5. Continue shooting them with Hip Shot and Net Shot when possible until they die.
Edit: I’ve just tested it and Jump shot does have a sluggish feeling to it. They could certainly fix that IMO.
the 5 skill is awesome, it’s equally usable for attack and defense I mean wtf are you talking about….besides is very handy in JPs xD
the 5 skill is awesome, it’s equally usable for attack and defense I mean wtf are you talking about….besides is very handy in JPs xD
Defense yeah, its reasonably useful, short range and effective ~1.5s stun it gives you because of its clunky nature makes its usefulness limited though.
Attack though? Not really, even if you want to be on top of your opponent there are pretty much always better often using other kits.
JP, agreed.
is the most entertaining, damaging, and suited to the theme of the profession than any of the other rifle skills, you’re not a sniper you’re a mad scientist.
Entertaining, that’s debatable, I agree it was fun for awhile but trying to find uses for this skill becomes tedious not entertaining for me.
Most damaging? No, blunderbuss is.
They can keep it to the theme of mad engineer all they want, just make it useful.
It works perfectly IMO. The rotation I normally use is:
1. Shoot them with hip shot from max range
2. Use Net Shot to slow them down and get some more Hip shots in
3. When they get close, use Jump shot to get in behind them, dealing damage both when taking off, and landing
4. Immediately use Blunderbluss and then Overcharged Shot to get distance.
5. Continue shooting them with Hip Shot and Net Shot when possible until they die.
Edit: I’ve just tested it and Jump shot does have a sluggish feeling to it. They could certainly fix that IMO.
Although this combo works fairly well, it assumes you want to stay in melee range of your opponent.
There are far better options using kits that keep you out of melee range.
Have to disagree about the value of the #5 skill. If it wasn’t for that and the net, I would never use the rifle. Don’t underestimate the value of a GTKO button, and I do find its utility for getting me where I want to be even outside of jumping puzzles to be indispensable.
Have to disagree about the value of the #5 skill. If it wasn’t for that and the net, I would never use the rifle. Don’t underestimate the value of a GTKO button, and I do find its utility for getting me where I want to be even outside of jumping puzzles to be indispensable.
One of the only reasons you use the rifle is so you can cheat at jump puzzles and run away better? Doesn’t this seem like an issue to you? o_O
One of the only reasons you use the rifle is so you can cheat at jump puzzles
Stop right there and re-read the post, please.
Plus, I was not saying that the rifle as a whole is perfect and wonderful. Only that the #5 skill is a selling point for the weapon. But yes, being able to run away better is a great benefit, or are you saying that you find Elixer S to be worthless?