Carbineer Archive

Thread: Breakdown of Carbine Specials

Lagrimas
Wed Jul 30, 2003 4:27 pm
#1

Here goes, this is what these special moves actually do:


Novice Carbineer (Novice Carbinier)


Full Auto Single 2: Does medium damage to a single target


Action Shot 2: Multiple Target. Causes 1 targetto bleed and does high damage to all remaining targets. Also, causes effects: Blind and stun. Almost always lowers posture.


Carbine Speed (Mercenary)


Scatter Shot 1: Medium damage to a single target. Damage is divided randomly over health, action and mind. Sometimes it focuses on 1 bar, while other times 2 or 3 bars are damaged. Damage reported in the chat/system box is always 1.


Wild Shot 1: Low damage and stun to a single target


Scatter Shot 2: High damage to a single target. Same deal as Scatter Shot 1.


Wild Shot 2: Medium damage and stun to a single target


Carbine Accuracy (Marauder)


Leg Shot 3: Low-Medium to damage to the Action pool of a single target.


Crippling shot: Very high damage to a single target. Randomly damages a single pool.


Carbine Countersuringency (Infiltrator)


Burst Shot 1: Medium damage to a single target


Suppresion Fire 1: Very low damage to a single target


Burst Shot 2: High damage to a single target


Suppresion Fire 2: Medium damage to a single target


Carbine Support (Assaulter)


Full Auto Area 1: Medium damage to a single target on the first round of combat, then hits multiple targets.


Charge Shot 1: Very low damage knockdown. Character raises 1 arm in the air and charges forward 5m if standing still. Can not be used from kneeling.


Full Auto Area 2: High damage, otherwise same as Full Auto Area 1


Charge Shot 2: Medium damage to a single target with same graphic as Charge Shot 1. No knockdown, no area of effect.




-Lagrimas
Volatris
Wed Jul 30, 2003 4:31 pm
#2

Additions:



Full Auto Single 2: Also has good change to stun/dizzy/blind.


Leg Shot 3: To anyone's knowledge, identical to LegShot2.


Full Auto Area 1: Also has good change to stun/dizzy/blind.


Full Auto Area 2: Also has good change to stun/dizzy/blind.


Otherwise, dead on.


This is what the specials do at this time, regardless of what they should, or might in the future, do.




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
Lagrimas
Wed Jul 30, 2003 4:36 pm
#3

I just went over the descriptions of what these specials are supposed to do and am going to list the ones that I believe are working as intended, and which ones are not.


Working as Intended:


Scatter Shot 1 and 2


Wild Shot 1


Leg Shot 3


Burst Shot 1 and 2


Full Auto Area 1 and 2


Charge Shot 1


Not Working as Intended:


Action Shot 2 (Should not be hitting multiple targets, but it is.)


Wild Shot 2 (Should be hitting multiple targets, but it is not.)


Crippling Shot (Should be hitting action pool only to be consistent with the branch it is in, Carbine Accuracy)


Suppresion Fire 1 (Does not lower posture. Ever.)


Suppresion Fire 2 (Doesnot lower posture, nor does it hit multiple targets.)


Charge Shot 2(Does not hit multiple targets. Does not knockdown.)





-Lagrimas
Volatris
Wed Jul 30, 2003 4:39 pm
#4

I'd say the way FullAutoArea attacks one opponent the first time, and then works after the first shot, is not as intended.


I also believe LegShot3 is an exact copy of LegShot2, and that BurstShot2 does not have the intended damage increase (or any noticeable improvement) over BurstShot1.




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
TickTock
Wed Jul 30, 2003 4:41 pm
#5

Why do people keep saying that fullAuto attacks are stun/dizzy/blind? Is there some magical way to get the dizzy status to stick? Whenever I inflict dizzy, it alwaysvanishes immediately.
Lagrimas
Wed Jul 30, 2003 4:41 pm
#6

Thanks Volatris. I missed those random effects in my haste to get to Charge Shot 2. My excitementduring the days ofgrinding out 150,000 points of combat xp required for Charge Shot 2is only surpassed by my dissappointment when I finally gotit, and it does... nothing.



-Lagrimas
Jockothemonkey
Wed Jul 30, 2003 4:43 pm
#7

Action shot 2 will cause multiple targets to bleed. I have also heard that leg shot 3, crippling shot and burst shot 2 do not increase damage correctly, if anyone could confirm this I would appreciate it.



Arako Karsi

Evil pure unadulterated comes-in-bottle-or-can evil.
Volatris
Wed Jul 30, 2003 5:01 pm
#8

Doh, all the times I have the word "change" should be "chance"


<---- not thinking




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
Lagrimas
Wed Jul 30, 2003 5:06 pm
#9

Action Shot 2 locks in on one target for the bleed and causes damage to the rest. The only way to get more than 1 target to bleed is to either get the "locked" target out of your cone, or out of range, in which case it will lock on to a new target and cause it to bleed.


Leg Shot 3does havea marginal increase over Leg Shot 2.


Crippling Shot outdamages both versions of BurstShotat a higher HAM cost.


As a medic, HAM costs are mostly irrelevant making either version of Burst Shot... irrelevent.




-Lagrimas
Camus-Scylla
Thu Jul 31, 2003 5:32 pm
#10

nice work guys. this explains a lot. now i know that it was ME that pulled multiple Fambaas by using Action Shot 2. i was looking around for the idiot that went trigger happy. needless to say this thread saves mea lot of work and guessing.


can anyone confirm the stackable bleeding from adding AS1 to AS2?


once you have set the bleeds, when should you hit with another bleed????



thanks all.

Gorkart
Thu Jul 31, 2003 6:21 pm
#11

Excellent thread. Keep it up Master Carbineers. You are making life easier for the rest of us and we appreciate it.


I ask you why this info isnt in the bloody manual.

Gordis
Thu Jul 31, 2003 6:44 pm
#12

It should also be noted that AS1/2 are most likely not *supposed* to cause a posture change, even though they do. Those effects should be on Suppression Fire 1/2.



----------------
Gordis Greyman, Chef/Carbineer/Scout
Talusian Frontier Guild
Kettemoor Galaxy
Soren_dVinn
Fri Aug 01, 2003 1:23 am
#13

Awesome thread people. Please keep updated.



Soren Medicorp
Soren d'Vinn, Master Doctor of Scylla
Soren MediCorp at 6500,3800 Kaadara, Naboo

SSG: Scylla Surveyors Guild
http://ssg.ordo.cc

Page 1 of 7
Previous Next