Carbineer Archive

Thread: PvP Training...where to begin?

Sanuden
Wed Jun 02, 2004 9:04 am
#1





Hey everyone, first off let me say that you all have been a huge help in my quest to Carbineer, I absolutely adore the play style that this profession brings and have found it nothing but fun since Day 1 (alright, maybe since Day 1 after becoming a Master ).


Anyhoo, I have a rather in depth question that I'm hoping you guys can give me some information to get going with. I have decided to put some time into getting skilled in the ways of PvP...now, we are obviously not the "end all be all" PvP profession, but I would like to become good enough so I can at least hold my own against a single opponent who is using a ranged weapon. After reading a lot of posts, I think it is the general consensus that our status effects are our strongest asset, so I'd have to assume that I would first want to start off with some Full Auto Single 2's to get some nice Stun/Blind/Dizzy going on. However, once that has landed where should I proceed? Hit them with a Charge Shot 2 to KD and start blasting away with Scattershot 2? I know there is no definitive answer to this question (which I why I enjoy Carbineer so much) however, I plan on practicing PvP with a few guildies and I would like to have something to at least start with, and work from there. Another point to note, generally PvP involves uber composite armor, that much I know, but what if my opponent wasn’t wearing armor? How would my strategy change once I have them on the ground (using FAS2 or CrippleShot instead of Scattershot?). I plan on developing some techniques when I get some practice in, but like I said, anything I can build off of would really put me ahead of the game.
Lihpson
Wed Jun 02, 2004 9:15 am
#2

First of all make sure your buffed. You wont last a minute without buffs. Second of all, get some 45m brandy, this way you should be able to have 3 shots in you at once (let the first on fully digest then consume 2 more). Synsteak is also very nice. If Im fighting a tka I like to have Thalliko as well, and some canape (+600 to mind secondaries) never hurts either. Then have muon in the toolbar for emergincies. Once your all ready with the food, start to duel. You pretty much nailed the strategy...apply states, try to kd, if that doesnt work go for a posture change, the blast them with scatter2 or cripplingshot. Expect to loose at you first couple attempts, but with more practice you'll get more comfortable while in battle and refine you skills Good luck



********************************************
Gihpson
Master of Polearms
Personal Motto: "The more the better!"
Theme Song: "Burnin Ring of (mind) Fire"!
Envoy3113
Wed Jun 02, 2004 9:28 am
#3

One thing I would do is figure out how much time you have to spend in grinding additional professions for their defence mods. TK is the easiest way to go for bulk Melee and Ranged defences.


While you are looking at the ways in which you can finesse your template, pay close attention to the defences of the other guys that you might find out there in the feild. Some people will be impossible to KD with a charge shot, but will drop to a knee from an action shot easily (KD defense vs. posture change {down}), with a dizzy then you have yourself a fish.


If you are guilded, grab some buddies and duel, practice makes perfect. Duel in citys, towns, and out in the open.


Invest well in your armor, PSG's and food stuffs. There is a food for every situation, even the ones where you log in overt in a back room of a Bestine hotel where three overt imps are taking a load off



Some say grab medic, others say stack defence, or get additional weapon types. Ultimately you need to pick your own posion so to speak...However, if you plan on being able to tackle anything and everything, I would suggest backing up your ranged mitigation with meele mitigation as well as getting as close as possible to capping both defence mods. As a carbineer your defence is very low, think quick strike force, 1st in, 1st to catch one.



If you are reluctant to spend the time and frustration of finding the ultimate template, prolly to have it swept away when the combat rebalance lands. At least get the terrain negotiation and bust run mods in the scout tree...You'll need it






There comes a time in every mans life when 86 years is just too damn long...
Sanuden
Wed Jun 02, 2004 9:51 am
#4


Thanksa lot for the info guys, I just sort of assumed that Brandy was the only real useful mind food, didn't even cross my mind to check on others. Fortunately, I am also a Mon-Cal Doctor (all three mind stats maxed), so my mind is relatively high to start with, not to mention the fact that I am pretty much buffed as soon as I log in. Another thing that I hadn't really considered was using action shot in conjunction with dizzy to cause the same KD effect. You guys are definately right with practice makes perfect...I'm going to have to grab some friends and get owned for awile until I get used to everything and I'll definately let you know how it goes once I get some time to give it a whirl, thanks again.
novamarine
Wed Jun 02, 2004 10:23 am
#5






Sanuden wrote:





How would my strategy change once I have them on the ground (using FAS2 or CrippleShot instead of Scattershot?).





This is a really good question. When on the ground, an opponent takes 50% more damage. However, unless dizzied, they will only be there for 5 seconds. So, once you get the KD, you need to unload damage and unload it quick. Many discussions on this forum focus on damage per second and which specials are best with respect to that. However, during that 5 second window, IMO, it is most important to hit the target as many times as possible with the heavy hitting specials. You need to do some experimenting on your own based on your + carbine speed and the weapon you are using. For example, I found at just master carbineer speed (60) and using a speed-sliced carbine I had that I could land 1 burstshot and 1 crippleshot before the target stood up. The key point here is that you reload after you fire.So hit them with the slow heavy hitter while they are on the ground and worry about the reload while they are standing up. Again, this requires careful experimentation but since you say you want to be good at PvP, this is the kind of thing you need to optimize.


Best of luck!

Message Edited by novamarine on 06-02-2004 01:23 PM

rhian_tarq
Wed Jun 02, 2004 11:05 am
#6

I personally begin with a few wild shots (gets them stunned right off the bat), then move onto the FAS2's and KD/PosChange. After that scattershotting for damage.



Rhiannon
Tarquinas Galaxy
AdmiralSpy
Wed Jun 02, 2004 11:35 am
#7

I'm curious to know what your other (combat) skills are? IE, what are you mixing with Carbineer?


Keep in mind that while Carbines are indeed great for inflicting states and posture changes, it'll be somewhat difficult to actually incap an opponent by simply riding off "Master Carbineer". We suffer from lesser speeds and damage output. Without the proper equipment (SEAs or speed-sliced/powered-up weapons), Carbineer alone won't be all too useful.


Many of the PvPers who go overt dedicate their entire skillpoints to combat classes.. so if you're simply Master Carbineer, you will be at a disadvantage. That doesn't mean you won't be effective.. it just means that if a melee profession gets in range and you can't land a Dizzy/KD and run.. you'll be down.


If you're *really* serious about going into PvP, you may wish to add the BH Carbine line to your template, or even add a melee/ranged profession, such as TK, Fencer, or some of Pistoleer (doctor works well too.) There are several threads, both stickied and not, that can help you in that respect.


Using 'strictly' carbines, though, I can but only recommend that unless you're largely grouped with other PvPers on your side, you ingest some form of defensive food, be it Synthsteak, Aircake (dodge) or even Parwan Nutricake (extra burst run), etc.


Otherwise, your tactics seem to be on par. You will not be able to kill a *prepared* opponent if he/she is standing and knows what he/she is doing. Many may disagree with me here.. but let's face it.. Crippling Shot is terrible at the simple Master Carbineer level.. and the fact that you have little defenses means you will fall down faster than most. Your only bet is keep on KDing them.. if you manage to stick a dizzy.. all the better. Remember to also stick at a relatively good distance from your opponent. Most Carbines are best effective at the 40m+ range..


Also keep your accuracy in mind. Your accuracy while moving is only 30.. while your accuracy (general) is 130. While I'm not sure how the heuristics about movement factor in, you will have MUCH greater accuracy when simply standing at a distance.. and it's been somewhat confirmed that the better your accuracy, the more chances you have of inflicting states, in particular a KD.


That said, I wish you the best of luck. Knowing is half the battle. Know your strenghts, know your weaknesses, but most of all, know your opponent. Some will try to skimp on leg armor.. using LegShot in these cases is vital, for example. Use bleeds whenever you can. They're useless but will bother your opponent. Psyching them out is also key. If a melee opponent can't stick a KD on you because of your KD food.. they will easily become frustrated and will make mistakes. Beware of Intimidates.. they will be your undoing.. as are poisons.




Addy | 'Addy
ex-Photographer
Forever Carbineer
Envoy3113
Wed Jun 02, 2004 11:45 am
#8

Bah, had a nice lil thing thing going and the boards ate it



Ahh well...short list it



Know your enemy, don't be afraid to ask how that guy that just sent you to the cloner pulled the win outta his arse.


Group duels, you can duel more than one person at once. This can set you up for some good group training, 2 on threes, three on one etc...


Check out the chef FAQ nextdoor. The combinations of foods are many, use them wisely you must. Vercupti is not just for pets, people can eat this glorius food too. At around a 600+ to H/A/M with buffs and powerboost you can break 4K H/A with ease, pack on a pixie and whoah boy, the other guy better hope he has some great head hits for ya. Better yet, musicain and dancer buffs with the abouve, plus brandy and a primed sythsteak...add your doc abilities...They might as well just break their weapon on you.


Nova is right on with grounded opponents. My personal template just about requires that my opponent spends a good amount of time on the ground, esp if they are jacked up on food and drugs.


All in all, have fun. You will have easy kills, and impossible odds at times. You will kill people that you feel bad for killing, and you will rejoice in standing over the dead bodies of others. Just don't actively defend a base, not worth the headache atm





There comes a time in every mans life when 86 years is just too damn long...
WufgarRuffian
Wed Jun 02, 2004 4:06 pm
#9

another thing to consider is


as we all know the lest hit spot seems to be arms


the new bh armor sucks for resists but they come with up to 3 +3-15 defence mods to a piece


replacing your compsite arms and glove would give you a chance to greatly improve your defences.


just a thought





Wufgar
Elite forces Tanelorn Dantooine
Elite Forces

IGNPC: We often hear the loudest cries from a relative minority. Still, it seems odd that all the comments sent our way have been negative.
Haden Blackman: Yeah, all the guys who are happy with everything are playing the game. They aren't spending their time sending you guys letters or posting on the forums.
Bennyboy4308
Wed Jun 02, 2004 4:46 pm
#10

You will not win as a Carbineer alone, and your strategy should greatly depend on where your skill points are. If your an Armorsmith/Carbineer, expect to lose every fight.


If your Master Carbineer/ 0400 BH I can suggest this for fighting a SINGLE Opponent:


  • First, your are at speed cap, get an Adv. Stocked, Damage sliced, and 33%Max/16% min Poweruped Carbines. Speed and HAMs don't matter for PvP for you. Make sure they have Adv. Scopes too.

  • Open up by firing Confusionshot till the Dizzy sticks (it sticks ALOT more often than FullAuto and lasts alot longer as well). Then fire a posturedown followed by Underhandshot (NOT FIREKD IT SUCKS.)

  • Once they're on the ground you can either fire Crippleshotor Scattershot2. There is a debate about if Scattershot2 hits mind more often than crippleshot, but for sure use it if one of thier pools is low.

  • If you know the confustionshot dizzy is about to go, start spamming that in hopes that you can stick a new dizzy on before they stand up.

  • If they are doc and heal your dizzy, keep putting states on. While he's healing his states, he's not shooting and he might be wasting mind. Your only hope would be to go for the mind at this point. You might want to alternate firing Scatter2 to hit mind and FAS2 or Confusion to stick him with states.

  • Equipment and food are your friends. Since your damage output is incredibly low against 90% armor, you need to use everything you can to stay alive as long as possible. 90% armor is a must. Keep 2 helms in your toolbar. Since its really hard to get a 39-40% stun helm up to 90% base, also keep a 90% base no stun helm in case of 2hs or TKA.

I've beaten melee stackers, mostly w/o medic, quite often with this. The key was keeping them on the ground. You will not be able to outdamage anyone (cept maybe pistoleers w/o Geo gun) in a Toe-to-toe fight. Yes you have the speed and accuracy to spam Crippleshot all day long, and its tempting, but states will make the difference between life, and the cloner.




~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
La_Vo
Wed Jun 02, 2004 6:41 pm
#11

Although the shots you choose are important it is also important how far away you are from your target.

If you are fighting melee prof's you need to keep your distance and fight on the run. It is useful to have good burstrun efficiency and terrain negotiation (from scout or Combat medic). I always start a fight with burstrun so that I am in control of how far away I keep my target, this also reduces the chance of your enemies hits striking. In a recent duel with a master fencer we both managed to go for half an hour without either of us sustaining significant damage (I was always out of his range and he had too good a dodge for me to hit him). Carbineers are lucky in that we are quite versatile in our optimal range, know the optimal range of your opponent and stay out of it.Engage a TKA from distance and a rifleman point blank.


La'Vo

Master Carbineer




La'Vo
Europe-Chimaera
Master Carbineer
Ace Rebel Pilot

Sivol
Wed Jun 02, 2004 8:19 pm
#12

Ok im seeing alot of this posted lately.... exactly which server are these 'non' armored people pvping on lol?


Anyways, heres a few things I learned from pvp on my server. First thing is have the ability to cure poison at the very least so where at 3000 Doc, but you need at least cure C's to not have to use 2/3 stims per poison (not with Havla + CM around) so that brings us to 3030 Doc. So now we can heal, cure fire, cure poison, and the hated dizzy. Next thing we do is pick up the ability to dish out mind attacks. That brings us to 4004 CM which gives you enough CM effectiveness and CM use to use pretty decent C packs and very nice D heal stims. I love the +40terran neg, helps chasing down them pesky runners. Now add in some spider venom and experiment down to 75 med use and you will have some uber mind ticks. With all that said we are down to I think 4 skill points left, and i bumped up Doc to 4030 for Disease cures (always annoying). So there we have all the counter CM items in place plus an added mind attack offense.


Now we move on toyourweapon ofpvp choice. Toss that Elite in the trash can as a Imp PSG will eat up all the damage done (count on all your apponents useing one of these) + 88%-90% composite depending on if its stun or 3L means Elite Carbine is worthless. Pick up a Krayt scoped/stocked/and improved accurcy DRX6, which Imp PSG's are vuln too doing more damage.


Now we move on to which attacks work and which are a waste of space on your toolbar. Crippling shot... nice concept but if your not a BH keep this one off your bar. Extremely slow and from my experiances rarely hits mind pool. FFA2 is your friend for many reasons. Extremly fast so it eats up alot of Synthasteak's usual 34 attacks very quickly plus fills your enemy up with every state in the book. CS2... imho this attack has been killed by the chef class. I dont even use it anymore since almost everyone uses Thak? Suppressionfire 2... now how many actually have defense vs posture change asapposed to defense vs KD (plus that damn food)? Not many and it works more often and its my follow up shot to FAA2 after a dizzy lands and they flop like fish. Scattershot2... as much as its debated I honestly think its our best overall attack that does hit mind pool quite often.


As much as you all might hate CM, it actually works quite well with Carbineer. So if you show up on Bloodfin ready for pvp, get ready for chemical warfare. Either be able to cure it, or dish it, or just go home. It truely is a sad state of the game, but you must adapt and overcome. Bring on patch 10!





Erok - Carbineer Extrodinaire
owning gIMP's since '03
Sanuden
Thu Jun 03, 2004 8:02 am
#13



Wow guys, thanks a ton for all the great info...thats a lot of stuff I'm going to have to process . Alright, let me see what I can answer:


First off, as far as mastering other support combat professions, it is somewhat out of the question at the moment. It has taken me since release to get where I am now (Master Carbineer / Master Doctor) so mastering even the Carbineer tree in Bounty Hunter would be a serious undertaking for me, not to mention I would have to drop my beloved Doctor skills . However, I obviously realize the importance on hitting the speed cap if possible, which is why I am definately looking for a good bunch of SEA's for Carbine Speed and maybe some defences as well.


Here is the bottom line...I really enjoy being support classes (hence both Doc and Carbineer) and clearly my roll in group PvP is most definately notat the front line, that much I know. What I am trying to improve is the aftermath to a big battle, where there are only a few people left on both sides and I need to get down and dirty with someone to stay alive...I cant call on my teammates because they are busy with thier opponent, so thats where this one on one comes in. Besides from that though, I would like to some day travel the planets completely overt, I like the idea that I could get attacked at any moment by an unsuspecting imp . Oh, and to answer your question Sivol, thats where the non-armored players come into play, nabbingthat overt player who isn't prepared for a fight .


Well...I think thats about it...I still haven't had a chance to get on and try all of your great advice, I'm a bit busy at the moment and its hard to get enough time to really sit down and play for awile. However, this weekend at the lastest I should have some good PvP practice under my belt and we can move forward from there, hehe, but keep up the good suggestions, I'm all ears for you fine fellows .


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