Carbineer Archive

Thread: iiimportant info for TAFirehawk

Sylow
Wed Sep 07, 2005 11:47 am
#14

You got yourself a deal.


Btw, the 10k was DPS, the damage is 40-60 at a refire rate of 0.005.








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
HeadRoll
Thu Sep 08, 2005 2:58 am
#15






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?
TAfirehawk
Thu Sep 08, 2005 4:43 am
#16






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.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Sylow
Thu Sep 08, 2005 5:59 am
#17






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






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Instigatoi2
Thu Sep 08, 2005 6:00 am
#18







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



______________________________________________________
Colonel Skiby of the -Wookiee Task Force-
4 Roaring Flailing Bowcaster-sniping Bacta-spraying Leg-biting Drunken Wookiee
4 Brother of Skiba, Skibo, Skibe, & Skibu
4 When in a Drunken Rage, one of the most Dangerous opponents in the Galaxy
Sylow
Thu Sep 08, 2005 6:01 am
#19






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.



When did you use it for the last time?







Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Trebonious
Thu Sep 08, 2005 8:59 am
#20



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?



St. David II

Master Carbineer

HeadRoll
Thu Sep 08, 2005 1:23 pm
#21






Trebonious wrote:





do you honestly think the devs are going to give ANY profession an ability to allow them to escape that?





Do you honestly think the devs are going to give ANY profession INVISIBILITY and not allow a counter skill? Oh Wait,
Instigatoi2
Thu Sep 08, 2005 10:57 pm
#22






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.



______________________________________________________
Colonel Skiby of the -Wookiee Task Force-
4 Roaring Flailing Bowcaster-sniping Bacta-spraying Leg-biting Drunken Wookiee
4 Brother of Skiba, Skibo, Skibe, & Skibu
4 When in a Drunken Rage, one of the most Dangerous opponents in the Galaxy
Instigatoi2
Thu Sep 08, 2005 11:00 pm
#23






Sylow wrote:





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.



When did you use it for the last time?






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



______________________________________________________
Colonel Skiby of the -Wookiee Task Force-
4 Roaring Flailing Bowcaster-sniping Bacta-spraying Leg-biting Drunken Wookiee
4 Brother of Skiba, Skibo, Skibe, & Skibu
4 When in a Drunken Rage, one of the most Dangerous opponents in the Galaxy
HeadRoll
Fri Sep 09, 2005 2:23 am
#24






Instigatoi2 wrote:






Sylow wrote:





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.



When did you use it for the last time?






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.





Sylow
Fri Sep 09, 2005 4:47 am
#25







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...








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
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