Bounty Hunter Archive
Thread: Why should I go carbines rather than rifles or pistol?
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Genrader
Sun Jul 31, 2005 6:38 am
#1
I'm currently able to respec and I am a Master BH/Master Carbineer and working on getting 4000 CM. I've seen a ton of BH's that are riflemen and pistoleers, and I want to be the most effective Jedi hunter. I have some pretty decent pistols from pre-CU.
Anyway, I still have a few days that I can respec and I want to know if Carbineer is as viable as rifleman or pistoleer in fighting Jedi and PvP in general. I've always liked carbineer, but they usually seem to get less love
I've only been back in the game for a few days so I'm not really sure.
Also, what kind of armor should I be wearing vs Jedi and in general PvP, Assault or Battle armor (since I apparently can't wear Recon unless everyone recommends pistoleer instead)?
uberchief
Sun Jul 31, 2005 6:44 am
#2
pistoleer: root...minor def. reducer, stun (likes it works), intimidate (kinda good)...but low damage specials
Carbineer: mainly mid to high damage specials (3 or so i believe)snare, another rnaged KD...2 AOEs (one is a alternate Aoe snare. good for damageing one target with constant specials my preferance usually
Rifleman: snare...cover (prone good to sneak up on grinders in nowhereland)...sniper shot (most damageing special for ranged in the game (5-10 seond warmup up and 30 cool down i think...must be prone and 20m away hence why the cover help) and a daze for 5 seconds or so (breaks on damage so essenitlaly delays them a turn.)
hope this helps
Carbineer: mainly mid to high damage specials (3 or so i believe)snare, another rnaged KD...2 AOEs (one is a alternate Aoe snare. good for damageing one target with constant specials my preferance usually
Rifleman: snare...cover (prone good to sneak up on grinders in nowhereland)...sniper shot (most damageing special for ranged in the game (5-10 seond warmup up and 30 cool down i think...must be prone and 20m away hence why the cover help) and a daze for 5 seconds or so (breaks on damage so essenitlaly delays them a turn.)
hope this helps
Jadeddy
Sun Jul 31, 2005 6:44 am
#3
Pistols or Rifles for Recon Armor, full energy resists. Pistols is fast and light rifles is slower and heavy. Pick one lol. There is no "best" template anymore, but i do recomend the cm 4000, mbh, pistols or rifles.
Genrader
Sun Jul 31, 2005 6:50 am
#4
Jadeddy wrote:
Pistols or Rifles for Recon Armor, full energy resists. Pistols is fast and light rifles is slower and heavy. Pick one lol. There is no "best" template anymore, but i do recomend the cm 4000, mbh, pistols or rifles.
So why do you recommend Pistols and Rifles instead of Carbineer?
Eleutherios
Sun Jul 31, 2005 7:00 am
#5
Carbines, definitely.
My carbine is just as good as many rifles, and in plenty of cases, even better. For example, someone posted an HLC thread... my carbine is almost that good WITHOUT a PuP. A damage PuP would put it with almost exactly the same stats. You also get the most powerful snare in the game, combined with a knockdown that almost always sticks and does good damage.
You get an attack with a 1.9 damage modifier (Improved Leg Shot), also.
Pistols requires you to be within 25m (their force power and saber throw range), and Rifles gives very little defense (so when that they do close to melee, you're in trouble.) With Pistols, they'll carve you up. If you get snared or rooted when you're a rifleman, game over.
EDIT: Oh, before I forget... Carbines is Battle Armor cert, but you can get 7000 energy resist armor for it very easily. Although it can't reach into the 8000s like Recon can, the difference between 7k and 8k is only a few percentage points of reduction -- maybe only a few points of damage in actual combat.
Message Edited by Eleutherios on 07-31-2005 07:01 AM
Message Edited by Eleutherios on 07-31-2005 07:02 AM
Genrader
Sun Jul 31, 2005 10:53 am
#6
Eleutherios wrote:
Carbines, definitely.
My carbine is just as good as many rifles, and in plenty of cases, even better. For example, someone posted an HLC thread... my carbine is almost that good WITHOUT a PuP. A damage PuP would put it with almost exactly the same stats. You also get the most powerful snare in the game, combined with a knockdown that almost always sticks and does good damage.
You get an attack with a 1.9 damage modifier (Improved Leg Shot), also.
Pistols requires you to be within 25m (their force power and saber throw range), and Rifles gives very little defense (so when that they do close to melee, you're in trouble.) With Pistols, they'll carve you up. If you get snared or rooted when you're a rifleman, game over.
EDIT: Oh, before I forget... Carbines is Battle Armor cert, but you can get 7000 energy resist armor for it very easily. Although it can't reach into the 8000s like Recon can, the difference between 7k and 8k is only a few percentage points of reduction -- maybe only a few points of damage in actual combat.
Message Edited by Eleutherios on 07-31-2005 07:01 AM
Message Edited by Eleutherios on 07-31-2005 07:02 AM
Alright, you just made me a lot happier about choosing to go with carbines
MithandirMajare
Sun Jul 31, 2005 11:12 am
#7
I suggest Rifleman. Was so hard for me change Carbines for Rifleman
but if you really want to hunt Jedis, startle shot can help you a lot..
Orykko
Sun Jul 31, 2005 11:25 am
#8
I was a Master Carbineer, but did not like it under the new system. There are really only three techniques from Carbineer that are useful (Leg Shot, Crippling Shot, Charge Shot). You already get a knockdown, and a high damage shot with BH, so that leaves crippling shot as the only real useful shot from Carbineer. Now which would you rather do completely stop a persons movement for 20 seconds, or slow them down for 15? Carbineer needs some love in the master box, until then I am liking my new Master Pistoleer temp.
NewReborn
Sun Jul 31, 2005 11:44 am
#9
yes... it does need some love...
but leg show is pretty useful for me... i can stick constant specials on them..(Charge Shot,Critical Shot,Leg Shot, Body Shot) - Rinse and repeat...and ofcourse when i see them trying to run to close in for some melee.... Crippling shot....run away, keep shottoin 
i enjoy Carbineer, although its a bit gimped, not by much though
Pink-Floyd
Sun Jul 31, 2005 11:48 am
#10
I like rifles because of the range and damage, also the energy armor helps.
Mallize
Sun Jul 31, 2005 11:50 am
#11
I'm carbineer and I take out full template Jedi's everyday. I choose carbines for the range and movement. I use a RIS suit of armor that is 6500 kin/6500 energy. I choose this instead of 7k energy because it's better for all around pvp.
To be honest the difference in armor isn't that great. I wouldn't make my decision based on armor, but they are different styles. Rifleman you are expecting to win w/ the first volley. If you don't then you are in trouble because your best specials require you to be prone. Pistoleer has really nice specials. Root is great, I have that line. The problem with pistols is you are always in range of the Jedi's saber throw(KD).
It's all about preference and different styles of play. IMO we all should have something like /cover as BH.
To be honest the difference in armor isn't that great. I wouldn't make my decision based on armor, but they are different styles. Rifleman you are expecting to win w/ the first volley. If you don't then you are in trouble because your best specials require you to be prone. Pistoleer has really nice specials. Root is great, I have that line. The problem with pistols is you are always in range of the Jedi's saber throw(KD).
It's all about preference and different styles of play. IMO we all should have something like /cover as BH.
Lumpa
Sun Jul 31, 2005 1:17 pm
#12
rifles, it lets you hit them good from a ways away, take the root line of pistols, and you are in good shape. I take M marksmen for the speed n acuracy bonuses, and advanced snipershot is VERY nice. You do have to be prone, but if you take all your skills into account, you have a root, ranged KD, and a snare. If you can, try getting novice smuggler, if you cant get that, cut some pistols skills. FD is quite nice.....
PyscoJuggalo
Sun Jul 31, 2005 1:34 pm
#13
Master Carbs > Master Rifle any day.
- Lower Sac, so in long battles with Jedi you'll last longer.
- Can hit up close, rifles just can't.
- Best Non-CM snare in game.
- Damage is close to rifles and speed is better then rifles.
- +15m extra range is not worth it when jedi are mostly melee, if you want more range get cyber arms.
- Legshot has a higher damage multiplyer then head shot.
- If we can ever hunt smugglers, it's going to be good to have well rounded armor like battle because Smugllers might have access to kenetic weapons.
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