Bio Engineer Archive
Thread: CU Character Builder
PhillDarksky
Sun Apr 03, 2005 11:52 pm
#14
theres one on bloodfin.org the certifications and skills are off, but all the skill points and stuff is correct.
Nom-AU
Mon Apr 04, 2005 7:14 am
#15
PhillDarksky wrote:
theres one on bloodfin.org the certifications and skills are off, but all the skill points and stuff is correct.
The one at this link is 100% accurate -- automatically exported from the TRE files. Why comprimise?
Darth_Spike
Mon Apr 04, 2005 8:15 am
#16
Nom-AU wrote:
PhillDarksky wrote:
theres one on bloodfin.org the certifications and skills are off, but all the skill points and stuff is correct.
The one at this link is 100% accurate -- automatically exported from the TRE files. Why comprimise?
At 4 April 2005 @ 10:15 AM, the above link did not work.
IntenseJack
Mon Apr 04, 2005 12:09 pm
#18
If you load up the character builder, select the skill you want the info on, then click [View Report] (Just below where it shows your skillpoints remaining) it shows the lists of skillmods and abilities you selected.. Then if you move your mouse over the ability it actually tells you the description of it (like in game).
Disarming Shot: This ranged attack causes an opponent to fumble with their weapon for a short period of time preventing them from beeing able to attack
and since stopping shot stops people now, one would asume disarming shot does what it sounds like (although not exactly wild-wild west cowboy type action, still sounds like a very useful skill tho)..
Disarming Shot: This ranged attack causes an opponent to fumble with their weapon for a short period of time preventing them from beeing able to attack
and since stopping shot stops people now, one would asume disarming shot does what it sounds like (although not exactly wild-wild west cowboy type action, still sounds like a very useful skill tho)..
yeah...I got that part. What I meant was: Is disarming shot gonna work like it currently does (and if you've used disarming shot as a pistoleer in current game you'll know what I mean) or will it ACTUALLY do something? Y'know...like disarm someone...or damage their weapon. 'Cause if it does either of those then I think Pistoleer will be a mighty fine class to pursue.
How about the other skills? Think they'll work this time around? Maybe they'll work for a short while and then get nerfed out of existance later.
--Jack
MyT_Chicken
Mon Apr 04, 2005 1:00 pm
#19
I would assume that it will change...the CU docs say the Pre-req for BE is the crafting line in Medic....it doesn't say anything about scout. Hopefully it will change
PippinSith
Tue Apr 05, 2005 12:29 am
#20
http://www.standen.id.au/swgcb/swg-cb.php?da=1
Someone want to clicky? I got it off another forum.
Dawgypoo
Tue Apr 05, 2005 12:34 am
#21
Here is a new character builder I found in the Rifleman forums.
http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=91603
With this builder, it looks like if I want to keep the crafting abilities, I will have to give up Master Rifleman or Master Doctor. This may change as the CU draws closer, which I was looking forward to, buy opinion has just changed!
GlanocRunningstrider
Tue Apr 05, 2005 12:44 am
#22
Ahh, I just used this and BE still requires scout in this character builder, so I dont think its entirely up to date?
Message Edited by GlanocRunningstrider on 04-04-2005 02:58 PM