Carbineer Archive

Thread: A little help .. please?

Visnja
Mon Dec 06, 2004 4:28 pm
#1

Please don't bonk me, TA .. I know these aren't the trade forums, but I have a question ..


I looted a +3 Carbine speed clothing attachment and was curious if this was an item that is useable? Otherwise I'll delete it, I have no use for it.


Thanks in advance,

Vis



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TAfirehawk
Mon Dec 06, 2004 4:32 pm
#2






Visnja wrote:

Please don't bonk me, TA .. I know these aren't the trade forums, but I have a question ..


I looted a +3 Carbine speed clothing attachment and was curious if this was an item that is useable? Otherwise I'll delete it, I have no use for it.


Thanks in advance,

Vis







Asking a question like that......well this is the place


Yes it is usable and I sure wouldn't delete it. I prefer +5 or higher in my shirts as that is the only piece of clothing I wear with my full Comp Suit.....but I am sure somebody would like a +3.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

wilibus
Mon Dec 06, 2004 8:16 pm
#3

It is quite useful actually, it will probably work best in either a shirt or a bandoleer. Since those are the only 2 peices of clothing you can wear with full comp armour and a PSG.

Most people prefer a higher attachment in their shirt, since it will outlast armour indefinitely, but it would be good for an added boost in situations you don't need a backpack like in PvP.








Lawke Eislen | Carbine Extraordinaire | Imperial Pilot Ace
Avaris Eislen | Procurer of Combat Fashions | Kintan, Naboo

JanuHull
Tue Dec 07, 2004 6:50 am
#4

I'd say a belt of some kind or a sash/bandolier. Most people I know alreadyhave an Ubese shirt with no condition for the AAs they want to have last forever.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

TAfirehawk
Tue Dec 07, 2004 6:53 am
#5






JanuHull wrote:

I'd say a belt of some kind or a sash/bandolier. Most people I know alreadyhave an Ubese shirt with no condition for the AAs they want to have last forever.







Nothing lasts forever....





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

JanuHull
Tue Dec 07, 2004 8:28 am
#6






TAfirehawk wrote:





JanuHull wrote:

I'd say a belt of some kind or a sash/bandolier. Most people I know alreadyhave an Ubese shirt with no condition for the AAs they want to have last forever.







Nothing lasts forever....








Yeah, there is the looming threat of the clothing fix, but that was supposed to be Publish 10 or 11 as of January/February this year.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Visnja
Tue Dec 07, 2004 11:36 am
#7






TAfirehawk wrote:





Visnja wrote:

Please don't bonk me, TA .. I know these aren't the trade forums, but I have a question ..


I looted a +3 Carbine speed clothing attachment and was curious if this was an item that is useable? Otherwise I'll delete it, I have no use for it.


Thanks in advance,

Vis







Asking a question like that......well this is the place


Yes it is usable and I sure wouldn't delete it. I prefer +5 or higher in my shirts as that is the only piece of clothing I wear with my full Comp Suit.....but I am sure somebody would like a +3.







Ok .. this stupid thing won't let me post .. I think I broke it!


I'll try this again .. I hope it's ok to mention that I started a price check post in the bria trade forums .. if not, I'm really, REALLY sorry.







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GeneralCho
Wed Dec 08, 2004 4:59 pm
#8

Actually, using skill mods on clothing is the better way to go...


When an item deteriorates, the skill mods attached to that item do NOT go away. I've tried this with several articles of clothingcombined withBH and Carbineer mods. Although the item's condition may be 0/1000, the skill mods are still active.You cantest this by equipping a 0/1000 article w/ skill mods and then checking the skill window (Ctrl+ S). However, as armor itself will deteriorate to the point of no effectiveness, it would be silly tolug around the encumberance just for a +5 mod.



Jose Kinematix

Master Bounty Hunter

Master Carbineer
wilibus
Wed Dec 08, 2004 7:02 pm
#9

This is true, but armour has another purpose, you wear 9 peices of composite head to toe, so they serve as a place to leave low mods like +1's and +2's that are easily replaced.








Lawke Eislen | Carbine Extraordinaire | Imperial Pilot Ace
Avaris Eislen | Procurer of Combat Fashions | Kintan, Naboo

aqcsquirrelm
Wed Dec 08, 2004 11:11 pm
#10


+3 is decent, If you put in aa's in your bracers and biceps and their broken, they wont take dmg and you still get your mods, so get ecum slices and fight away, 2 biceps + 2 bracers, all with +3 mods is +12 in mods not bad, better than spending 5-10 mil for a +12 even betterthat you get a few + 3's 4's 5's for 100k-1mil a piece.

Message Edited by aqcsquirrelm on 12-09-2004 12:12 AM




--- snapie Crestingwave ---
---------- Pikeman---Rifleman ----------

TAfirehawk
Thu Dec 09, 2004 9:04 am
#11






GeneralCho wrote:

Actually, using skill mods on clothing is the better way to go...


When an item deteriorates, the skill mods attached to that item do NOT go away. I've tried this with several articles of clothingcombined withBH and Carbineer mods. Although the item's condition may be 0/1000, the skill mods are still active.You cantest this by equipping a 0/1000 article w/ skill mods and then checking the skill window (Ctrl+ S). However, as armor itself will deteriorate to the point of no effectiveness, it would be silly tolug around the encumberance just for a +5 mod.






The use of any zero condition item (weapon, armor, clothing, etc) is beyond the intention of the Devs....don't quote me on it, but a CSR could easily take any zero condition items away unless they are a wall decoration.


SEA Skill Mod usage on a zero condition item is no differently viewed as a DoT on a zero condition weapon......



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

AdmiralSpy
Thu Dec 09, 2004 9:39 am
#12






TAfirehawk wrote:


The use of any zero condition item (weapon, armor, clothing, etc) is beyond the intention of the Devs....don't quote me on it, but a CSR could easily take any zero condition items away unless they are a wall decoration.


SEA Skill Mod usage on a zero condition item is no differently viewed as a DoT on a zero condition weapon......



What about pre-nerf non-decayable items?




Addy | 'Addy
ex-Photographer
Forever Carbineer
TAfirehawk
Thu Dec 09, 2004 10:16 am
#13






AdmiralSpy wrote:





TAfirehawk wrote:


The use of any zero condition item (weapon, armor, clothing, etc) is beyond the intention of the Devs....don't quote me on it, but a CSR could easily take any zero condition items away unless they are a wall decoration.


SEA Skill Mod usage on a zero condition item is no differently viewed as a DoT on a zero condition weapon......



What about pre-nerf non-decayable items?








Nothing in my previous post is official of course....and this isn't official either......BUT, I am sureALL pre-nerf items are on the list to be "removed/converted". Of course this could be at the bottom of the list and on schedule for 2006 for all I know





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

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