Carbineer Archive

Thread: Suppression Fire 2

vapor311
Tue Aug 19, 2003 6:40 am
#1

While I can't speak for Suppression Fire 2, SF1 is still broken. From what I can tell from reading these boards is that SF2 is broken as well. My suggestion:keep using AS1 and 2.
Drakronis
Tue Aug 19, 2003 12:08 pm
#2

Can someone who has it explain what exactly it does? The recent big patch was supposed to have fixed both suppression fire 1 & 2. Thanks.


Jerky00000
Wed Aug 20, 2003 7:39 am
#3

Suppression fire 2 does work now. It can effectively keep a mob pinned into the prone position and does 300-600 dmg. Works great for mobs that dont shoot back, which, get a bonus at shooting me for being prone!?!? Anyway juggle the knockdown with cripples vs ranged mobs and your good to go.
Mikeb1113
Wed Dec 17, 2003 4:03 pm
#4

I haven't really experimented with this since I mastered carbineer (I got suppression 2, charge shot 2,and master carbineer all in one training session).


How is it better than suppression fire 1?


It does essentially the same thing, a posture down on a single opponent (I haven't noticed any area of effect, though I've only used it a few times) and I didn't notice a large amount of damage being inflicted with the posture change.


Am I missing something?

Rishathra
Wed Dec 17, 2003 6:31 pm
#5

No, you're not missing anything. Its a pretty pointless move right now. Before the timer was added it might have been nice because it does more damage than suppression fire 1, but now there's really no use for it.




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Article57
Wed Dec 17, 2003 9:51 pm
#6

it allows you to drop Ranged Support 4 . . . weeeeee!!!







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Indicant
Thu Dec 18, 2003 8:35 am
#7

Action Shot 2 is superior, because it does more than just posture down. There is no reason to use Suppression Fire. Use Full Auto Area for AoE damage and AS2 for AoE PC instead.
Mik-Kael
Thu Dec 18, 2003 9:58 am
#8

I like this move, it seems to sucessfully posture down my target more often than supression fire 1 ever did. Likewise it does about the same damage as Full Auto with lesser ham costs. This is my offical kiting move, when facing a swordsman, or fencer or TKM Supression fire 2 is their biggest fear, I run away like a scared girl and spam it, and they are dead in usually about 4-6 hits.



Mi-Kael Luminus
Alliance Starfighter Pilot

mcglonec
Thu Dec 18, 2003 10:59 am
#9

Does the posture change on Suppression Fire 2 run on a different time than the one for Action Shot 1/2? With either of those, you can posture change with Action Shot 1, for example, but you won't be able to posture change with either of them again until the 30 second timer expires.


How does the timer with Suppression Fire 2 work? I'm at 4/4/2/4 right now so I don't have it just yet. But I've got charge shot 2, by golly!





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Mik-Kael
Thu Dec 18, 2003 12:26 pm
#10

I'm confused about the timer, I'm not so sure it applies to us. I have kite killed many a TKM using supression fire 2 and I'd say that when spammed 1 out of 3 hits will force them down. This is great when they are chasing me totally helpless are they as posture downing them keeps them from getting within range. I'd have to test it myself on something not TKM to see about the timer, because a TKM's posture down resists are so high you dont know if the failure was due to the timer or them resisting.



Mi-Kael Luminus
Alliance Starfighter Pilot

exc
Wed Mar 17, 2004 5:26 am
#11

i have not tested it that much but it seems to me that it plays an AoE (Area of Effect) animation. It's said single target tho.



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TAfirehawk
Wed Mar 17, 2004 6:52 am
#12

The basic concept of Suppression Fire is to make people duck by firing over their heads, thus the look of AoE in the animation, but it is for a Single Target.....for now



Hope to see all the upper tier specials AoE real soon....






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Asteroids
Wed Mar 17, 2004 7:23 am
#13

So, what does this offer above Suppression Fire 1?
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