Carbineer Archive
Thread: Can I get an answer on ChargeShot, What is the point?
I've only been a Carbineer for a week but I'm a little confused. I'm currently 3/3/0/3. Originally when I looked at Carbineer, I thought the ranged knockdown would be nice. After using it multiple times, what is the point. It only k/d for 2 secs. I dont even recover from my special by the time the mob gets up. Has it been nerfed? I can't see the reasoning behind having a k/d only work for 2 secs. Heck using WarCry freezes creatures for 10 secs and that is a novice brawler special!?!
Am I using this special the wrong way. BTW, I know it looks like they get k/d even if you fail but since the k/d only last 2 secs there is almost no difference from a successfull k/d and a failure. But again maybe I'm missing something.
The first KD should last for 1-2 shots depending on speed modifiers of course. I use armor attachments for speed, krayt weapons for speed, and powerups for speed that allows me to normally get 2 shots off on the FIRST KD.
After the first KD you rarely get 1 shot before they are up but in melee PvE it will hold the creature in place longer. Now in PvP and NPC PvE they can begin shooting you while they are standing (first time surprised me for sure!!!).
Carbineers are best at crowd control so when in a group for PvP all I use is ChargeShot1. In PvE I can alternate ChargeShot1 and ScatterShot2 to freeze nearly any creature in its spot.
I have spent a lot of time getting this to work for me in the past month+.
BTW, it is REALLY COOL to KD an AT-ST ![]()
You are only supposed to KD every 30 seconds. That is why the first KD the one that does not tell you that you fail to KD your target lasts for one or two rounds that you can actually shoot them. The other times that you shoot it and tells you you fail to KD yoru target, it still KD's them but they get up right away. This is infact a bug, and they should not be falling down each time you shoot it but only once every 30 seconds.
youre only at 3 in the assault/speed line and youre complaining that youre shooting too slow? what carbine are you using?
you should know that chargeshot is best when used with fast carbines and with high speed mods. 3-x-x-x particularly with something like a laser carb isnt going to give impressive results.
Well even if the "failed" k/d is a bug, its still worthless while I'm solo trying to level up. Yea I can use my pets and keep doing k/d but what is the point if I do no damage. It also seems to me the mob still gets a hit in even if it looks like they are k/d. I seem to remember reading somewhere that in the begining of this game you could do a k/d and kill a jedi master using that by yourself. Has it been nerfed that much? I would not expect to solo something like that but I would at least like to have the benefits of WarCry, a Novie Brawler special.
I didnt know you could k/d an atst, lol. That would be nice, although I'm an imp so no atst hunting for me.
I guess my 2.2 sliced dx whatever carbine is too slow because I can never shot anything after I do a k/d special. Top it off, I just read the state of our specials from the correspondent. I was looking forward to an area k/d, should have known anything good would be borked. Oh well, maybe I'll get a holo that says teras kasi, then I can get a real k/d.
Thanks for the responses.
Charge shot is probably one of the best specials carbineers have- you just need to know how to use it. First of all, we've already covered the fact that the KD doesn't last long. So, what does that mean to you in the game?
Well, against a melee opponent, it lasts long enough. If a melee opponent (let's say a gurk on Lok) gets within striking distance, use charge shot on him and run away. Maybe even use charge shot twice if the first one doesn't work. With the gurk busy falling down and getting up, you'll have time to get out of its range.
Against a ranged opponent, it's less effective. Obviously, your target can get up almost immediately and running away does you no good as the target can still shoot you.
However, back to by gurk. Try this strategy...
- First, fire charge shot to knock him down
- Next, fire crippling shot (it does a ton of damage and you get a x1.5 dmg bonus while the target is down)
- Throw in a couple more crippling shots or whatever special you like to do some damage
- When the creature regains its senses and charges, hit it with action shot 1 or 2
- Action shot will lower it's posture to kneeling
- Go back to some damaging special and back away from the creature
- If the thing isn't dead by the time it starts charging again, alternate charge shot and some damaging special until your 30 second timer is reset. Then, repeat.
In most cases, I can have the creature dispatched by the time it recovers from the kneeling posture change of action shot.
Also, charge shot can be very helpful in group scenarios. Normally, you want your melee friends (who have nice defense bonuses and usually wear heavy armor) to be taking the brunt of the attacks. But, let's just say that a gurk gets through the first line of defenses and attacks your doctor. Quickly target that gurk and use charge shot. The gurk will fall down, the doctor can run away, and a melee character can run to the gurk to get his attention back away from the doctor.
There are just a couple uses for charge shot - like I said, I think it's one of the best specials we have and allows me to truly solo and lot of nasty critters in the game (especially if they rely on melee attacks).
WookieOgre wrote:
Well even if the "failed" k/d is a bug, its still worthless while I'm solo trying to level up. Yea I can use my pets and keep doing k/d but what is the point if I do no damage. It also seems to me the mob still gets a hit in even if it looks like they are k/d. I seem to remember reading somewhere that in the begining of this game you could do a k/d and kill a jedi master using that by yourself. Has it been nerfed that much? I would not expect to solo something like that but I would at least like to have the benefits of WarCry, a Novie Brawler special.
I didnt know you could k/d an atst, lol. That would be nice, although I'm an imp so no atst hunting for me.
I guess my 2.2 sliced dx whatever carbine is too slow because I can never shot anything after I do a k/d special. Top it off, I just read the state of our specials from the correspondent. I was looking forward to an area k/d, should have known anything good would be borked. Oh well, maybe I'll get a holo that says teras kasi, then I can get a real k/d.
Thanks for the responses.
again, you need master carbineer or at very minium 4-x-x-x to maximize the effectivenss of chargeshot. with a 2.2 speed weapon i can make a mob fall back down before its finished standing back up from the last chargeshot (particularly against npc's)
also you mention 'using (your) pets';well chargeshot is pretty pointless to use when you have a nice pet tanking for you. chargeshot will at best save your pet from taking a few hits but thats about it, its really not going to do anything great for you. when i was a master carb/CH i almost never used chargeshot, after i dropped CH for doc it is one of the most common specials i use and ive come to appreciate speed and accuracy in my weapons much more than damage. as a CH you will tend to prefer hard hitting weapons and high damage specials. you probably dont worry about speed as much because your pet is taking the beating while you sniping at ideal range. if that works for you and chargeshot doesnt then dont worry about chargeshot and stick with the strategy that serves you the best.
That makes sense then. I guess using pets since the launch I didnt see the use of knocking down for 2 secs. But if I'm alone I guess that would probably benefit me by giving me a chance torun awayfrom melerange if a single creature was attacking me.
However, am I wrong or did the k/d used to be good in this game? I was surprised how long the k/d was because I read how amazing the k/d worked at launch. I read about Bounty Hunters taking Jedi Masters on solo with just k/d.
WookieOgre wrote:
However, am I wrong or did the k/d used to be good in this game? I was surprised how long the k/d was because I read how amazing the k/d worked at launch. I read about Bounty Hunters taking Jedi Masters on solo with just k/d.
There is currently a 30 second timer in the game which keeps you from being constantly knocked down. At launch, this timer didn't exist. Therefore, once someone knocked you down, they could keep you on your back indefinitely.
Chargeshot is perfection when combined with an attack that dizzys, like fireknockdown or sprayshot in the BH line.
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