Carbineer Archive
Thread: 3 days MstrCarb, and im reaching for the cookie cutter.
So I'm presuming that by fixing carbiner, you mean,
Getting rid of chargeshot animation, fixing chargeshot2
normalizing ham costs.
reducing the number of area shots, and giving us a special that puts us on the map. (a crazed speed volley of fire will do.)
A unique and interesting array of bolt animations wouldn't go a miss either.
My worry is that you don't see carbiner as a viablePvP proffession.
Is counterattack, meant to be a close/distant dodge, or is it not range related, but away to avoid using specials? it works ok on the move and ok in PVE, not performing too well in PvP though.
Is our style of play comparable to commando or riflemen? Do we use move and shoot tactics for ideal range? Or always keep to max range? Or is carbine meant to be able to go from just out of melee range to just inside a riflemans max range?
Right now it's head to say, As carbiner I always get sucked into the melee zone, where I am least effective, mainly because of chargeshot animation,I'm presuming your aware of the "20m to a PvP target = dizzy KD or flame instakill" phenonomen.
I think carbiner should operate most effectivelyjust outside commando range, with a viable KD to maintain range. Counterattack should be purely aclose rangedefense, and to have some use in PvP. Whereas our shoot to move bonus,should offer us a protection against mind hits, from the lee harvey wannabees. That is, we can move and shoot, to minimize damage. and to maintain ideal range.
I've probably got the whole thing wrong, but it seems the most important thing for a carbiner is to be able to keep over 25m and under 60m away from the enemy, so you'd think we would have the skills to do that.
/me runs toward the enemy waving.
Congrats on doing it so fast!
How did you do it, and what skills shouldI train in first?
-Average Joe
The charge shot animation will stay.. Think about the name.. Charge.. Shot... CHARGE!
Counterattack works beautifully in PVP, it only becomes uber when swordsman counterattack is stacked, if you dont believe me you can create a character on corbantis and I will duel you with my cdef carbine and have someone stand by to heal...you will see I will counter 80% of the shots. In game on corbantis is Donald.
about the range thing, I tend to agree. I dont get close to my targets, I dont even let them stand most of the time, but spamming chargeshot doesnt work, get them down, apply a stun, then scatter2 or maybe an action bleed depending on the character.
Additionally, action1 and 2 stack together, but they can also be double stacked meaning, actionshot2, actionshot1, actionshot2, actionshot1 would all apply a bleed. I've only tested this in PVE however.
I just want to point out that having a "noob" character test for counterattack (or block or dodge) will give you faulty results. The amount you counterattack is linked to the accuracy of the attacker. If you don't believe me, go attack a medium level mob (like a picket on dantooine) with a CDEF weapon you are very accurate in. Then use a CDEF weapon you are not accurate in and watch how much the mob dodges, blocks and counterattacks.
If you are judging the effectiveness of counterattack in this way, you are overestimating how good it really is.
Ah, quite so.. Thanks.
I haven't put some real testing into the counterattack, but I have noticed in PVP when I am fighting another master carbineer we counter each other's attacks quite often in both ways.
And I dueled a master heavy swordsman and I countered about 20 (or was it 30..hmm) times before I was incapped. Only have intermediate swordsman defense.
hey dont diss that i like it lol how any one with there gun up in the are runing at some one could hit them dont ask me lol
but i love it becous it works runing back words to up hills its like burst run and when you got no scout its asom
charge shot and the nym slug thrower put togather are asmoly fun to wach and haer
i tell ya the slug thrower it the best looking best sounding best graphic wep in game
lool.
Would be great if there was a killer punch on the end of it.
Maybe give the anim to commando?
allstar
lool.
Would be great if there was a killer punch on the end of it.
Maybe give the anim to commando?
woot id love that it be added to fild tatics and actuly make some sens why we have to go unarmed 4 it be are kd start at 32m and hit charg punch your dued sticks his fist up in the air and charges for a kd its asom funy and a good attack it be for commando
Responses to your responses.
I didnt master it in three days, Ive been master for three days.
I am strongly against running at enemy waving, every other class has an Uber KD attack, why is ours pathetic? However i will wait until chargeshot 2 has been fixed before I comment on that point again.
I'd still like our class verified, and defined.
Thanks.
/me runs towards enemy waving.
I've been master for a while now and use chargeshot1 at least 2X as much as any other shot. It's the bomb! If a timer gets put on it sometime in the future, we will be f*cked, however. So use it now. Ina one on one, nothing can touch us!
Oh yeah, you need food, too. ![]()
I'm no cookie cutter template, how many maseter carbineers/pikeman do you see? LMFAO