Carbineer Archive

Thread: How is a carbineer in close combat?

KayL
Thu Jul 31, 2003 2:56 pm
#1

I already know rifle stinks in close combat/melee combat. WIth huge damage modifiers making them take extra damage.


Pistol on the other hand, gets bonuses, and has no apparent negatives to hit. And the pistoleer line even has a pistol "melee" attack.


What about carbines? How do they fair in melee/close combat? Are there modifiers that make you take more damage? Or miss more often because you are in melee?


Im trying to figure out if going ONLY master carbineer is viable, or if it would be better to take a melee class as a secondary class for when the enemy enters close combat with you


IE: Carbine/Pikeman


if so, it would seem that Pistol is the only "complete package" weapon class out there, needing no other weapon to compliment it in its areas of weakness (or lack there of)

Volatris
Thu Jul 31, 2003 2:57 pm
#2

You will miss a lot, and take a good chunk of damage using a Carbine.


Not as bad as a Rifle, but far far worse than a Pistol.




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
Kaffis
Thu Jul 31, 2003 3:05 pm
#3

Well, pistol isn't supposed to be a complete package, either. It is weaker in actual point blank combat than a true melee class (although it has the option of kiting to make this fairly even), but it is supposed to lose effectiveness at mid and long range. This loss of effectiveness is currently questionable, but likely due to a bug rather than an intended design feature.



As for whether carbine can stand on its own: yes.You will notice a difference in effectiveness between our ideal range and point blank, but if you start your combat at or a little beyond ideal, you get enough shots in that this drop won't prevent you from killing your target with very reasonable damage taken to yourself.

Iorwerth
Thu Jul 31, 2003 11:38 pm
#4

Presumably, a carbineer should never be in close combat--his opponents should be forced to the ground before they get in close. When this fails (or, rather, when those specials are not working properly), the carbineer should move to try to maintain optimum range. Note that Carbineers and Pistoleers both gain bonuses to firing on the run as they progress.


Caviat--I am not a carbineer, but I loves me carbine




Thalian, Carabineer, Miner
MadBarbarian
Fri Aug 01, 2003 2:04 am
#5

so do rifles...



Thorin Kinslee- Loyal to the Empire
ShinyJedi
Fri Aug 01, 2003 4:36 am
#6

And what is optimum range exactly? 15m? 30m?


NamavForsirn


A carbineer who gets killeda lot




Rebel Ace Pilot Colonel Namav Forsirn
Master Weaponsmith / Master Smuggler
Weapons actively stocked since April 2004, south of Theed, Naboo, -5459 3275.

(Proudly littering Kessel with my own debris since JTL beta, proud veteran in-game since launch date, CURB TC tester)
Larendall
Fri Aug 01, 2003 5:34 am
#7

Specific optimum range depends on the specific weapon you're using. My Laser Carbine's optimum range was like 48m, but my EE3's optimum range is about 22m. In general, a pistol's optimum range will be close, but not point blank. A carbine's will be a medium distance and a rifle's will be longer ranges. Makes sense. Now, as has been stated, whether this is actully working correctly in the game code is debatable, but even if it isn't now, I feel pretty confident that it will be at some point in the not too distant future.


Laren - Corbantis


Novice Carbineer
Novice Squad Leader




Laren - Corbantis

Novice Carbineer
Novice Squad Leader
Anurias
Fri Aug 01, 2003 6:14 am
#8

only class I know that has any business in close combat rng, pistoliers included are TK's, keep a distance, dont go prone, less ya sure aggro not on ya or not going to be on ya, kneeling gives some adds to hits, enough to make a difference, and a carbineer has ALOT of +'s to hit , to damage etc etc.



my spirit soars over the worlds, sorrow I feel inside for endless creations and newbies deaths for those who have fought and have died. My soul moves over the worlds, with the clouds seeing misery, suffering and pain and the clouds do weep, as does my soul and together we weep the rain. My respects to all.
novamarine
Fri Aug 01, 2003 6:23 am
#9

Just a small carbine tip. I bought a cherry CDEF carbine...you can usually find these on the bazaar and had it sliced for speed (like 2.5 now). CDEF carbines have no accuracy penalties at close range. So, I have a fast firing weapon that hits decent at close range - however it does low damage. I switch to this carbine when mobs get close and use warning shot...once the mob moves away, I force it kneeling/prone then switch back to my laser carbine.


eapers
Sat Nov 15, 2003 3:00 pm
#10

in reference to earlyer post; DO rifles get +to hit while moving? i checked the tree and didn't see anyting. Did I miss it?







JOHNNY-JONES JACKSON

AFK
AT-AT013
Sat Nov 15, 2003 8:09 pm
#11

with level 4 in the accuracy tree even at -50 you won't miss much. for close battles a nice dh17 does wonders even point blank.
Ypiana
Sun Nov 16, 2003 2:09 am
#12

Don't forget you can use pointblank shots for the carbine which can help the closeness of a target. If you've got whipping accuracy though probably won't need it, but it's the difference between hit and miss for a young gunner.


-- Ypi




I killed my parents... You're next!
/godmode 1
SkyyZeRo
Sun Nov 16, 2003 5:03 am
#13

Use a EE3/DH17 snub/DXR6 for Close range - the Ideal is 22 M's (not really sure about the DH17 or ee3)- You'll get like +12 or so at 22 m's - I would suggest you have it customized to put a scope on it.


The Ideal at 22 m's at Master will give you +28 Aim at 22 m's - about -30 at 5 m's or less.


Page 1 of 2
Previous Next