If I'll increase ASI, will it affect the speed of switching method? (shoot-shield-switch weapon X2-shoot)
Is ASi affect switching method?
The difference between ASI VH and ASI Max is noticeable for alchemers though
That grammar though. This is why you don't drink and post on the forums.
I don't actually think switch shooting is worthwhile. It's a lot of concentration on button pushes to fire a stream of bullets and while this does drastically increase your damage per second so does aiming the gun- you not only hit more often but get more internal rebounds at a faster burst.
I also think that we're in a charge based meta (that revolves around CTR being given out by chaos, seerus and even gunner armors) and that normal attacks are largely for finishing things off at this point. Why bother to switch shoot when you can charge a brandish, blitz, vortex or alchemer? Charge attacks are hugely beneficial because burst damage allows you to dodge perfectly and still have high damage.
Really switch shooting alchemers is just for fun.
Switch shooting is fun. Charged brandish is effective but brainless thing, as I feel it...
Also, switching alchemers is really more effective then charging them as i've experienced. But harder
Thx for answers)
Based on my experience, switch-shooting basic shots > charge spams...
I love switch-shooting alchemers and it does its job well, but still... it's gimmicky/outclassed/ineffective on some situations (esp on larger parties), but it's extremely helpful when you're in a pinch or when you don't have a safe room for charge attacks.
But hey... Anybody tried switch-shooting magnuses? Although DPS isn't impressive, it's still really useful for staggering/pinning dodgy monsters in place and cancelling attacks. (esp against turrets and greavers)
@Tpen-Four-Fun
Greavers can be staggered by any damage source that's not fire making magnuses actually less effective than blasters that knock them back as well as stagger them or alchemers which are easier to hit and don't root you in place. However, they excel at fighting beasts interrupting their dodges and teleports, they're also great at staggering turrets like you said.
The main advantage of magnuses however, is not their interrupting potential but the bullet speed paired with the interrupting potential. Magnuses' uncharged bullets don't have any travel time, where you aim you instantly hit not counting latency factors. Meaning that if you use AT and aim at a wolver that's about to teleport you will not only land a hit but also interrupt its teleport. Same thing with devilites but they tend to overwhelm you so a hit and run spammy gun like riftlocker does a better job at fighting those and fiends in general except trojans where you'll just wanna use blitz or flourish single switching.
While switch-shooting a Magnus or two certainly alleviates its low clip size, a single Pulsar is not only more than enough to stagger and pin down anything that can be and is worth staggering (Wolvers are such a non-issue that even pelting them down with a Gilded Griffin is hardly a time-waster -- hell, whenever they bark, they become just as easily-staggered as Greavers trying to attack you), but they're also much easier to use in that regard even with the slower projectile speed and range limitations because of the much bigger projectile hitbox, larger clip size and a lesser reliance on damage thresholds to have such staggers happen.
No, if you want a Magnus, it's because you equal parts want high-DPS potential similar to Autogun's charge salvo, abusable stagger capability similar to the Pulsar's shots and just-as-easily-abusable status ailments similar to an Alchemer within a single package of a weapon -- and while that may sound incredibly niche, it just so happens that such a concoction is especially effective at quickly breaking down the single-most disgusting enemy combo in the game: Darkfang Mender bundles.
As for the switch-shooting technique itself, because it's intrinsically reliant on shield-cancelling in order for it to work (the fastest way to switch weapons being to cancel attack animations with your shield, which, for future reference, is itself done faster with more ASI investment), the only purpose for it is to allow a faster RPM than shield-cancelling through outright denying the "do reload animation after x shots fired in a row" check all guns have, rather than delaying it enough to the point of resetting it in the way shield-cancelling does. This technique, theoretically-speaking, allows you the emergency use of a shield (something that you can't do while charging) while still having a DPS potential more closely resembling that of a Max CTR-invested charge spam.
That being said, not all guns have the same timespan where the "cooldown" check is still valid -- some guns have it longer, others have it shorter -- and not all guns are affected by reloading the same way; it's why guns like Blasters and Pulsars have perfectly acceptable RPM with just using shield-cancelling (fast reload time, fast cooldown time, 2/3 shots before reload), why Antiguas are much better off just reloading at their end instead (fast reload time, slow cooldown time, 5/6 shots before reload), and why most 2-shot guns benefit from switch-shooting the most (slow reload time, slow cooldown time, 1/2 shots before reload).
Yes, ASI affects the speed of attack animations, so it should have an effect on your switch-shooting rate.
That said, the point of switch shooting is to cut the animations short. So it might be true that ASI affects non-switch-shooting rates more than switch-shooting rates. I haven't done detailed timing tests, and I'm not a great switch-shooter either.