Carbineer Archive
Thread: Foolishness of Quickness
When I first started the game, I read a faq that said the secondary stat had a big impact on your HAM costs. I took this faq at its word, and maxed my Quickness to help compensate for the insane HAM costs to fire Carbine specials.
My friend, the medic, was telling me the opposite. Screw secondary stats he said...I'll heal you. Boost your Health and Action so you have a bigger pool and I'll keep you recharged.
Since I don't find stat migration annoying like many others, I am constantly moving my stats around to see what I like. I finally decided to listen to my friend and lower my quickness. It was a 550 (Max for human) and I dropped it to 400 (the min). This is a 150 point swing.
Guess what? Glad I did.
Legshot2 with 550 Quickness...97 total HAM (number above my head)
Legshot2 with 400 Quickness...105 total HAM (number above my head) Please note that I distributed the 150 points by putting 50 each into Heath, Action and Mind so that no other secondary effects were included.
So 150 points of quickness saves 8 action per shot. Laughable...truely laughable.
Those points clearly do me more good in my Heath or Action pools.
Just wanted to pass this along to any fellow Carbineers that haven't thought about this issue.
One benefit of having high secondary stats, though, is beaing able to wear a full suit ofheavy armor.
This is good information.... As I too have been wasting all kinds of time changing secondary stat levels.
Thanks fellas. Makes my migration a snap now.
Hmm, rule number 1 for ranged users was high quickness. Doesn't exactly seem worthly of being maxes.
Thanks for the informatin.
Greets ...
Thanks ... I have been playing around with this stuff but since I have been changing many things at one time, I have been "playing-it-by-ear" and seeing what I liked the best.
So you dropped your quickness ... what about your strength?
What were your final numbers across the board?
Hero out
novamarine wrote:When I first started the game, I read a faq that said the secondary stat had a big impact on your HAM costs. I took this faq at its word, and maxed my Quickness to help compensate for the insane HAM costs to fire Carbine specials.
My friend, the medic, was telling me the opposite. Screw secondary stats he said...I'll heal you. Boost your Health and Action so you have a bigger pool and I'll keep you recharged.
Since I don't find stat migration annoying like many others, I am constantly moving my stats around to see what I like. I finally decided to listen to my friend and lower my quickness. It was a 550 (Max for human) and I dropped it to 400 (the min). This is a 150 point swing.
Guess what? Glad I did.
Legshot2 with 550 Quickness...97 total HAM (number above my head)
Legshot2 with 400 Quickness...105 total HAM (number above my head) Please note that I distributed the 150 points by putting 50 each into Heath, Action and Mind so that no other secondary effects were included.
So 150 points of quickness saves 8 action per shot. Laughable...truely laughable.
Those points clearly do me more good in my Heath or Action pools.
Just wanted to pass this along to any fellow Carbineers that haven't thought about this issue.
just wanted to bump this and pose a question related to this:
lowering quickness 150 doesn't seem to hurt much. but what about lowering it 500 by wearing composite armor? i'm looking into getting some composite armor and i'm wondering how much my performance will be hurt by it.
even wearing light ubese seems to hurt my HAM condition in combat.