Carbineer Archive
Thread: Carbineer FAQ
Like there are 100 posters waiting to take up those spots during the day LOL
Define, "without the profession info"......
The guides on templates such as carbineer/melee.
TAfirehawk wrote:
Define, "without the profession info"......
InfluenzaSWTA wrote:
Dang, here I was ready to take up space in the FAQ thread. Thwarted!
It is by caffeine alone I set my posts in motion. It is by the sacred juice of Java that the hands aquire shakes, the teeth aquire stains, the stains become a warning. It is by caffeine alone I set my posts in motion.
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Rorenikibi wrote:
It is by caffeine alone I set my posts in motion. It is by the sacred juice of Java that the hands aquire shakes, the teeth aquire stains, the stains become a warning. It is by caffeine alone I set my posts in motion.
- Excellent variety of specials with equally great utility.
- All of the Carbineer specials but maybe one or two have a useful purpose.
- Numerous state attacks which are very important both in PvE and PvP.
- Wide selection of area effect attacks.
- Access to one of the best all-around weapons in the game: laser carbine.
- Very strong in low- to mid-level PvE content.
- Awesome titles. Perhaps some of the best in the game.
- Terrible HAM costs.
- Slowest of the 3 ranged classes.
- Damage types available (energy, acid and heat) are common and highly resisted. Many high-end targets are immune to these damage types.
- State effects are not applied to high-end mobs removing any distinction or contribution to high-end content.
- Very weak in high-end content.
- Low defenses. Among the worst of the elite combat classes.
- Main defensive skill, counterattack, is broken.
- Very poor PvP performance because of low damage, slow speed, high HAM, and easily resisted damage types.
Where can I find information on all the Carbineer specials?
Please consult the thread Carbineer Special Info found in the Carbineer forum.
http://forums.station.sony.com/swg/board/message?board.id=carabineer&message.id=23777
Which carbines should I buy and use?
The laser carbine (energy damage, medium armor penetration) is one of the best all-around weapons in the game. No carbineer should be with out a laser carbine. The DH17 snubnose (energy damage, no armor penetration) is a decent carbine though it suffers from lack of armor penetration. The EE3 (heat damage, no armor penetration) and DXR6 (acid damage, light armor penetration) carbines are useful for targets that are vulnerable to those damage types. The elite carbine (energy damage, light armor penetration) is very useful in PvP. See the section on damage mitigation for more information on the elite carbine and PvP.
For more info on carbines, see the expanded Carbine Weapon Info a few pages down in this thread.
Where are the NPC Carbineer trainers?
Talus, Dearic: 583, -2873
Tatooine, Mos Eisley: 3534, -4695
Corellia, Tyrena: -5225, -2488
Naboo, Keren: 1262, 2678
Rori, Narmle: -5138, -2514
Rori, Rori Rebel Outpost: 3627, -6433
Message Edited by novamarine on 07-12-2004 09:53 AM
What advice can you offeron dealing with the high HAM costs of carbines?
- This is the most simple and the most obvious, get doctor buffs. With these buffs, the HAM costs on your specials will be either zero or so small that your buffed regen rate will fill you back up immediately. I see reports of these costing from 6-10k depending on the server. You should be able to find them at the crowded starports such as Coronet and Theed. While you may scoff at the cost, 1 mission will earn the cost back. If you are planning to spend 1-2 hours hunting, the cost is very worth it.
- Chef foods. There are several chef foods that increase the secondary stats. Visit your local chef and see what they have to offer. The trick is to find 1 food and 1 drink so that you take 1 of each. The way HAM costs work, once you hit 1500 in your Strength or Quickness, your cost is zero. If you can use some foods to get up into the 1000-1200 range your HAM costs will be very low. So low you can use specials and only after very long periods of fighting need a stim or some rest to regenerate.
- Understand the specials. If you look at the specials in the Carbineer Special Info thread, you will find there are 3 classes of specials with respect to HAM usage:
- First, there are the insane specials and those include the fullautosingles and areas. Never ever ever use these specials unless you are heavily buffed. The cost is an insane ~150 per special. Use these with armor on and you can hit 200 HAM per special. Just plain suicide!
- Next are the action heavy specials. These include crippleshot and legshot. When you fire these specials, note how the HAM cost is green. That means the cost is coming mostly from action. Use these specials a lot and your Action will drain quick and leave the other 2 bars largely full.
- The last class is what I call the balanced class and includes burstshot1. Fire this special and you will notice the HAM cost is similar to others BUT is yellow (red + green = yellow). It is yellow because the cost is coming from both health and action. You might say so what, the cost is the same who cares where it comes from. This is true but the subtile advantage to this is that since it is coming from 2 pools the HAM cost will regenerate back much faster since each pool is regenerating. This doesn't solve the HAM cost issue, but if you are forced to fight without buffs, you will be able to fire specials for a longer period of time by using this class of specials. This is why many players recommend taking the box that gives busrtshot1early in your carbineer career.
- Gun choice can affect HAM costs. If you do not have easy access to buffs or foods, then HAM costs on the carbine becomes very important. Stay away from carbines with scopes and stocks. You also will want to get yourself a DH17 snubnose or E11 carbine. Both of these carbines offer good damage and speed with very low HAM costs. Just be aware that the DH17 snubnose has no armor piercing. It will do great damage on the beginner planets but on the advanced planets its damage will be reduced dramatically. The E11 carbine has light armor piercing (AP1) and as such is a better choice verse targets with armor.
- Slicing indirectly effects your HAM costs. A damage-sliced carbine will do more damage per shot which means you get more bang for your buck. If you can kill a target with 10 shots, a damage-sliced carbine might let you kill in 7 or 8 shots. Since you will be killing a target in less shots, you will be using less total HAM per kill. Following the same logic, powerups that increase your damage will also help with HAM costs since they will help kill they target with less shots. However, please note than in general, speed-slices result in faster killing so if you are buffed, stick with those.
Message Edited by novamarine on 05-17-2004 02:32 PM
Contributed by EisMan_Buckeye
What do all those stats on my weapon mean?
Minimum Damage and Maximum Damage
Range Modifiers
Radius
Damage Type ........ Energy
Armor Piercing ..... None
Ideal Range ........... 35m
Damage Type........ Energy
Armor Piercing..... None
Ideal Range........... 35m
Power Handlers.... 1
Damage Type ......... Energy
Armor Piercing ...... None
Ideal Range ............ 25m
Power Handlers .... 1
Damage Type ......... Energy
Armor Piercing ...... Light
Ideal Range ............ 30m
Power Handlers .... 1
Damage Type ......... Energy
Armor Piercing ...... Medium
Ideal Range ............ 50m
Power Handlers .... 3
Damage Type ......... Acid
Armor Piercing ...... Light
Ideal Range ............ 22m
Power Handlers .... 5
Damage Type ......... Heat
Armor Piercing ...... None
Ideal Range ............ 27m
Power Handlers .... 3
Damage Type ......... Energy
Armor Piercing ...... Light
Ideal Range ............. 40m
Power Handlers ..... 4
Damage Type ......... Energy
Armor Piercing ...... Light
Ideal Range ............. 30m
Power Handlers ..... 1
Damage Type ......... Acid
Armor Piercing ...... Light
Ideal Range ............. 35m
Power Handlers ..... NA (not craftable)
Message Edited by novamarine on 07-12-2004 09:51 AM
- Minimumum damage is very important because the way damage mitigation works (see the section on damage mitigation for more info). This makes the Elite the best carbine (followed by DRX6 - my personal favorite) because of the high minimum damage.
- HAM cost is usually not a problem since you will (and should) be buffed.
- Accuracy (range mod) is important to be able to hit an opponent with good defense mods. DO NOT NEGLECT ACCURACY!
Max dam: +40
Speed: +0.3 (mine are 0.294)
Ham cost: 28/28/28
Wound: +10
Range mod: +10
Max dam: +30
Speed: -0.5 (yes, 0.5 BETTER speed)
Wound: 10
Ideal Range: 15
max dam: 38
Speed: 0.176
Range mod: +62
HAM Cost: 1/1/1
Wound: 2
HAM cost: 17/17/17
Wound: 5
Max dam: 9
Speed. -0.46
Range mod: +5
Max dam: 11
Speed; -0.33
Range mod: +18
Message Edited by novamarine on 05-18-2004 10:47 AM
Message Edited by novamarine on 06-24-2004 11:07 AM
Message Edited by novamarine on 05-14-2004 04:45 PM