Artisan Archive

Thread: Need some advice

Jagdwulf
Mon Aug 01, 2005 3:43 pm
#144

Hi guys,


I posted this over in the carbineer forum looking for some advice, but didn't have much luck there. So, I figured I'd see what the rest of the MBH's here have to say.


Here goes...


(Originally posted in theCarbineer forums)


Greets.


Hoping maybe the Master Carbineers here can help me out.


Right now....I'm MBH/Master Pistoleer/Carbineer 0400/a bit of medic thrown in


However, I fight primarily with a carbine (Oddly enough) even though I'm Master Pistoleer. The accuracy numbers with this template are absolutely outstanding even using the carbine instead of the pistol...as most of the bonuses come from general ranged accuracy instead of being weapon specific.Also I get the carbine range. I suffer by some points on defense when I'm holding a carbine...roughly by about the same amount I 'gain' in accuracy I 'lose' in defense.


Specials-wise, The pistoleer complements my MBH skillsvery well and I don't get TOO many redundant moves. It allows me to cycle Advanced Critical Shot and Improved Leg shot for damage, MBH Spray Shot for cone attack, MBH Underhand shot for knockdown, Pistoleer Disarming shot for a quick 5 second mez when I need a heal, Pistoleer intimidate shot to drop their damage by 20% for 15 seconds or so, Pistoleer Warning Shot to decrease their defenses by 80 or so points for 15 seconds or so. The quickdraw and other 'damage' shots are redundant...unless I want to burn my action bar.


I've grown to really enjoy playing this template. As it gives me lots of specials I like, great accuracy, decent defense, etc.


On the other hand....I've recently come into a suit ofvery niceRIS armor (Battle Armor) and I don't have enough mitigation to wear it. The stats are great...and it looks very 'nifty'.


So I've started examining the prospect of swapping the pistols master with carbineer...and moving from MBH/MP/C0400 to MBH/MC/P0004.


I'll lose 5 seconds on the root...which will hurt a bit. Number-wise...I'll trade my nice accuracy numbers for nice defense numbers and decent accuracy number.


My concern comes with the Carbineer special attacks....this is where I need your advice.


At first glance, it seems like alot of the carbineer specials are going to be redundant with my MBH specials. Carbineer has alot of cone attacks but I already have Spray Shot from MBH. Carbineer has Charge Shot but I already have a less-damaging KD with Underhand shot. Carbineer has Rapid Fire, Scatter Shot (Kinda broken), and Legshot for damage. I already have Improved Legshot...and Rapid Fire and Scatter shot seem redundant anyway....as I cycle MBH Advanced Critical Shot with the Improved Leg Shot I already have. Carbineer has a nice snare...Improved Crippling Shot...which I already have. Carbineer has a cone snare (Suprression Fire) which doesn't seem all that useful as its low damage and needs to be spammed. Lastly...it looks like Master Carbineers got 'shafted' in the CU as they should have given you a decent Master level, Master-only special.


I haven't ever played a Master Carbineer, but I've been a Master Pistoleer for some time. So I was really hoping you guys could tell me if I'm missing anything...or if my analysis is correct.


I see an awful lot of MBH/MC running around...so maybe I'm missing something and I'm way off base.


Thanks guys!
Mythrindir
Mon Aug 01, 2005 3:55 pm
#145

have charge shot for the extra KD is very useful...that gives you 3 kds (2 that can be used from range 1 if the jedi gets close) all on different timers for the waiting til they can be kd'd again. for your damaging attacks at carbs/bh you'd use critical and legshot alternating since they're on different timers.



Andlo Homan
Andlo <3 Ania
First Interceptive Strike Team
Looks Like You Just Got Fisted
Jagdwulf
Tue Aug 02, 2005 8:04 am
#146






Mythrindir wrote:

have charge shot for the extra KD is very useful...that gives you 3 kds (2 that can be used from range 1 if the jedi gets close) all on different timers for the waiting til they can be kd'd again. for your damaging attacks at carbs/bh you'd use critical and legshot alternating since they're on different timers.






Correct me if I'm wrong here...but I was always under the impression that the KD timer was a KD 'immunity' timer as it was Pre-CU...in that it wouldn't matter which KD special you used, after the first KD....they get 30 seconds immunity before you KD again.


Has that changed recently? If so...thats aprettybig advantage Iwasn't aware of.
Jagdwulf
Wed Aug 03, 2005 7:51 am
#147

/bump for help


Anyone else have any opinions or advice?


Kharast
Wed Aug 03, 2005 8:11 am
#148






Jagdwulf wrote:



Correct me if I'm wrong here...but I was always under the impression that the KD timer was a KD 'immunity' timer as it was Pre-CU...in that it wouldn't matter which KD special you used, after the first KD....they get 30 seconds immunity before you KD again.


Has that changed recently? If so...thats aprettybig advantage Iwasn't aware of.




i believe this is correct that there is a sperate 'KD vuln timer' that will make the target immune from KDs, but will admit that i might be wrong. would seem to make sense though since the timer on a special comes available but the attack will not KD the target. this goes for underhand shot, firearm strike, and leg sweep(?the melee KD attack). i've never tried them together so this would be where i might be wrong.




Melee and Ranged:
Officers go both ways!
mmaness
Wed Aug 03, 2005 8:40 am
#149

You could go MBH MCM MCarb 0400 for full battle certification! But only do it if you think MCM is fun... otherwise the slower speed and lower accuracy will really annoy you!


Otherwise, try MBH MCarb Pistoleer 0404 (for acc, disarm, and imp stop)or 0134 (intimidate, impstop)or 0431 (acc, intimidate, basic stop)





Bring back the CU or at least Pre-CU... its better that this MMO Third Person Shooter bullcrap
Jagdwulf
Wed Aug 03, 2005 8:52 am
#150






mmaness wrote:

You could go MBH MCM MCarb 0400 for full battle certification! But only do it if you think MCM is fun... otherwise the slower speed and lower accuracy will really annoy you!


Otherwise, try MBH MCarb Pistoleer 0404 (for acc, disarm, and imp stop)or 0134 (intimidate, impstop)or 0431 (acc, intimidate, basic stop)








Oh...thats a good idea!


I'm not much for MCM as my wife plays an MCM-base template....but the MBH/MCarb/P0404 might be interesting if I can bare to part with the medic skill. That medic is awfully handy though


I'm still curious about the MCarbs versus Master Pistoleer with Carb 0400 stuff. I see so many MBH/Mcarb templates running around and I keep thinking to myself "If this many people are using that template...WHAT am I missing?!?"


So then I go back to the ole Profession Calculator and it just seems that the skill points come out about the same...just trading accuracy for defense and vice versa....but the specials from Mcarbs are hugely redundant to what an MBH has. It seems to me like most of them would go into that 'pool' of unused specials. So keep thinking I just have to be missing something.


Thanks!


Mythrindir
Wed Aug 03, 2005 10:29 am
#151






Jagdwulf wrote:





Mythrindir wrote:

have charge shot for the extra KD is very useful...that gives you 3 kds (2 that can be used from range 1 if the jedi gets close) all on different timers for the waiting til they can be kd'd again. for your damaging attacks at carbs/bh you'd use critical and legshot alternating since they're on different timers.






Correct me if I'm wrong here...but I was always under the impression that the KD timer was a KD 'immunity' timer as it was Pre-CU...in that it wouldn't matter which KD special you used, after the first KD....they get 30 seconds immunity before you KD again.


Has that changed recently? If so...thats aprettybig advantage Iwasn't aware of.





are you sure? whats the kd timer then....i thought it was like 30 seconds and i know ive used underhand and then done the melee strike or whatever its called for a kd in less than a 30 second span.



Andlo Homan
Andlo <3 Ania
First Interceptive Strike Team
Looks Like You Just Got Fisted
Jagdwulf
Wed Aug 03, 2005 10:49 am
#152

I wouldn't swear by it...as often things in this game seem to change faster than I can keep up (And of course, the things that 'need' to change never do ).


All I can say for sure is that 'back in the day' we'd just KD someone and keep on KDing them. Of course, everyone got upset about that so they added a KD immunity timer. A KD'd player was then 'immune' to any KD's...regardless of whether they were fired by you...or by a different player with a different move...for 30 seconds.


As far as I can tell, that transferred post-CU as well.


Only way to tell is for someone who is MBH/Carbs to use underhand shot, then right after they stand back up to use charge shot. If they get the message "you have failed to knockdown your target" on every attempt....then its safe to say its still an 'immunity' timer. I'm pretty sure its still working like this though.


If I find out there are 'separate' immunity timers for different KD moves though...and I can fire one...KD....then when they get back up fire the other....that would be very nice


Mythrindir
Wed Aug 03, 2005 10:55 am
#153






Jagdwulf wrote:

I wouldn't swear by it...as often things in this game seem to change faster than I can keep up (And of course, the things that 'need' to change never do ).


All I can say for sure is that 'back in the day' we'd just KD someone and keep on KDing them. Of course, everyone got upset about that so they added a KD immunity timer. A KD'd player was then 'immune' to any KD's...regardless of whether they were fired by you...or by a different player with a different move...for 30 seconds.


As far as I can tell, that transferred post-CU as well.


Only way to tell is for someone who is MBH/Carbs to use underhand shot, then right after they stand back up to use charge shot. If they get the message "you have failed to knockdown your target" on every attempt....then its safe to say its still an 'immunity' timer. I'm pretty sure its still working like this though.


If I find out there are 'separate' immunity timers for different KD moves though...and I can fire one...KD....then when they get back up fire the other....that would be very nice







im not 100% either but i seem to remember doing this to a mark last night (who still stood up and beat the crap out of me anyways.) i could be mistaken...but i could have sworn the underhand worked, and after the melee strike or whatever worked. maybe i had graphics lag and it showed them standing up and falling back down like it used to if they were dizzy kd'd....who knows.



Andlo Homan
Andlo <3 Ania
First Interceptive Strike Team
Looks Like You Just Got Fisted
pawe
Wed Aug 03, 2005 10:59 am
#154

Do you use recon armor now, because pistoleer is certed for that and it has high energy resists. Since lightsabers do energy damage you want as much energy resistance as possible. I would look around for some recon armor with high energy resists.
Jagdwulf
Wed Aug 03, 2005 11:58 am
#155

Thankyou all very kindly for the help and opinions.


It helps immensely just to see what other folks think and have experienced...good way to learn new ways to use old moves too.


I figure I'll let this go a few more days and see if there is anything else anyone has to say or add...and then re-read what everyone said...and decide if I'm going to stick to MBH/MP/C0400 or go MBH/MC/xxxx


Thanks!


esinhorn
Wed Aug 03, 2005 1:56 pm
#156

I have a few questions,

1)What are the best kind of missles to take out shields/armor?

2)why when I try to load a program chip into r-3 its says no room even though no programs are loaded?

3Can a droid enginner make a spaceworthy r-3 so all I have to do is load him into x-wing(preloaded space commands)?

4)what are the different countermesures used for what kind of missle,chaff,sensor decoy ect.


any info you guys could give me would be appreciated



ESINHORN=VENDOR LESSVENDOR

The vendorless vendor has found a home on Dantooine 1178 , -6117 near the Agro outpost


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