Carbineer Archive
Thread: Knockdown effectiveness???
I'm looking for a knockdown move... Can someone please let me know if the carbine knockdown works well?
It works horribly against upper level NPCs, but I expect most knockdowns do. They tend to resist about 80-90% of the time.
Against PC's and lower level NPC's it works very well and like some posters commented, its very bugged right now. Not only does it not have a timer, it also knocks targets down even if they resist(although they get right back up).
Rikilii wrote:
Wierd, I read abouta CMusing this on a Krayt to keep it down while the poison did its work. Anybody have any luck with that?
As the animation of the knockdown would play over and over again on the krayt, making it unable to move...Yes this would work. Have the CM place a strong action poison on the krayt, and have the carbineer start out with both of his action bleeds(Could even be the same person), and then just spam Charge Shot/LegShot over and over and over again. The krayt will be unable to move and will slowly die. You're going to slowly HAM yourself to death, but there are ways around that and it's worth killing a krayt, by far.
What the poster above said seems largley true. It's a weird glitch with the animation that keeps stuff "still" (and in most cases prevents damage to you since almost all critters are melee) because they have the knockdown animation even when they resist(thus we think theres no timer).
Its not a "real" knockdown because those keep the enemy down a few seconds or so.
You do know that LegShot3 is bugged and does no more damage than LegShot2, except costs more HAM right?
MasterNerfSlayer wrote:
You do know that LegShot3 is bugged and does no more damage than LegShot2, except costs more HAM right?
You know that for sure?
I know I've heard it, but there hasn't ever seemed to be anything to back it up.
MasterNerfSlayer wrote:
It's a commonly know fact that it does nothing visibly different.
So what you're saying is that you don't really know for sure?