Carbineer Archive
Thread: iiimportant info for TAFirehawk
You got yourself a deal. ![]()
Btw, the 10k was DPS, the damage is 40-60 at a refire rate of 0.005. ![]()
Eleutherios wrote:
I would really like an area KD.
Speaking of Area attacks, the carbineer AE suppression fire snare is pretty lame for a master box skill..
HeadRoll wrote:
Eleutherios wrote:
I would really like an area KD.
Speaking of Area attacks, the carbineer AE suppression fire snare is pretty lame for a master box skill..How long is the snare last?, about 3 seconds?
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As has been discussed in at least a DOZEN other threads.....Suppression Fire is working as intended and is just fine. It is a solo escape attack and a group snare attack, which fits perfectly into the bag of tricks of a Carbineer.
As has been discussed in at least a DOZEN other threads.....Suppression Fire is working as intended and is just fine. It is a solo escape attack and a group snare attack, which fits perfectly into the bag of tricks of a Carbineer.
I agree that it was discussed often enough.
While i (personally)still would like some improvement on it, i guess there are aproximately 827.25 improvements to be done in other areas of the game before a modification on Suppression Fire can even be taken into consideration... so, it's really not worth to bring it up any more. (And, there are enough people around who actually are happy with the ability... guess my fighting style is just too different from theirs... i assume that it would perform better for me, too, would i have higher attack speed modifiers.)
Message Edited by Sylow on 09-08-2005 03:00 PM
TAfirehawk wrote:
HeadRoll wrote:
Eleutherios wrote:
I would really like an area KD.
Speaking of Area attacks, the carbineer AE suppression fire snare is pretty lame for a master box skill..How long is the snare last?, about 3 seconds?
![]()
As has been discussed in at least a DOZEN other threads.....Suppression Fire is working as intended and is just fine. It is a solo escape attack and a group snare attack, which fits perfectly into the bag of tricks of a Carbineer.
Riight...because 3 seconds is enough to get away, especially from Jedi with force run.
Message Edited by Instigatoi2 on 09-08-2005 06:01 AM
When did you use it for the last time?
Riight...because 3 seconds is enough to get away, especially since it's a wind up and you got to stand still to use it in the first place.
Instigatoi2 wrote:
TAfirehawk wrote:
HeadRoll wrote:
Eleutherios wrote:
I would really like an area KD.
Speaking of Area attacks, the carbineer AE suppression fire snare is pretty lame for a master box skill..How long is the snare last?, about 3 seconds?
![]()
As has been discussed in at least a DOZEN other threads.....Suppression Fire is working as intended and is just fine. It is a solo escape attack and a group snare attack, which fits perfectly into the bag of tricks of a Carbineer.
Riight...because 3 seconds is enough to get away, especially from Jedi with force run.Message Edited by Instigatoi2 on 09-08-2005 06:01 AM
On a single Jedi, use Crippling Shot. As for getting away from multiple Jedi chasing you with force run on... do you honestly think the devs are going to give ANY profession an ability to allow them to escape that?
Trebonious wrote:
do you honestly think the devs are going to give ANY profession an ability to allow them to escape that?
Trebonious wrote:
Instigatoi2 wrote:
TAfirehawk wrote:
HeadRoll wrote:
Eleutherios wrote:
I would really like an area KD.
Speaking of Area attacks, the carbineer AE suppression fire snare is pretty lame for a master box skill..How long is the snare last?, about 3 seconds?
![]()
As has been discussed in at least a DOZEN other threads.....Suppression Fire is working as intended and is just fine. It is a solo escape attack and a group snare attack, which fits perfectly into the bag of tricks of a Carbineer.
Riight...because 3 seconds is enough to get away, especially from Jedi with force run.
Message Edited by Instigatoi2 on 09-08-2005 06:01 AM
On a single Jedi, use Crippling Shot. As for getting away from multiple Jedi chasing you with force run on... do you honestly think the devs are going to give ANY profession an ability to allow them to escape that?
My Commando/Smuggler got away from so far a record of 8 Jedi and a Swordman. Area Concussion FTW.
Sylow wrote:
When did you use it for the last time?
Riight...because 3 seconds is enough to get away, especially since it's a wind up and you got to stand still to use it in the first place.
Ya, It was late when I posted that. I just don't really see the benefit of Supression, even after the wind up was removed. My Commando has Improved Crippling Shot which can be done to an area with a Acid Stream Launcher. We should be getting Advanced Crippling Shot in a cone at Master, maybe lasting half as long but to an area of people. I don't know any carbineers that actually use supression, they all say it's pretty much a waste of a turn.
Message Edited by Instigatoi2 on 09-08-2005 11:03 PM
Instigatoi2 wrote:
Sylow wrote:
When did you use it for the last time?
Riight...because 3 seconds is enough to get away, especially since it's a wind up and you got to stand still to use it in the first place.
Ya, It was late when I posted that. I just don't really see the benefit of Supression, even after the wind up was removed. My Commando has Improved Crippling Shot which can be done to an area with a Acid Stream Launcher. We should be getting Advanced Crippling Shot in a cone at Master, maybe lasting half as long but to an area of people. I don't know any carbineers that actually use supression, they all say it's pretty much a waste of a turn.
Edit: This is coming from a PvP point of view. Although I never have needed it for PvE either due to that fact most mobs are easy to kite even unsnared due to gaming mechanics.
Message Edited by Instigatoi2 on 09-08-2005 11:03 PM
Suppression Fire for a master box skill is lame. Sorry If I am late in discussions here, I usually hang at the BH or troll the jedi forums. anyhoo, I guess one way to look at is pre CU, there was no Master box move to look forward to in the carbineer line so I guess it aint all that bad. Personally for me i no longer waste a valuable hotkey for this skill. I am sure the PVE folks will find this skill more a benefit then us pvp folk.
I just don't really see the benefit of Supression, even after the wind up was removed. My Commando has Improved Crippling Shot which can be done to an area with a Acid Stream Launcher.
The advantage of suppression fire is that it's area effect without holding an accid launcher. We're speaking of a small and insignificant difference in skillpoints here, you just show that commando, when used cleverly, is already now a very mighty profession (not a viable stand-alone profession, but in combination with other profession it's great), the point of suppression fire is that it can be used without any further requirements.
So, i still would love to have it boosted a bit. With my current template its usefulness is severely limited, but viewing other reports ican imagineit's mostly a problem that my general ranged speed is low compared to some other builds. Other people are happy with what it does, so i don't think that we'll see any noticeably change on it any time soon.
Anyways, back to topic. TA, tell us if you see any chance that we should send the beer... ![]()