Carbineer Archive

Thread: Full Auto Single 2 Appreciation thread

EagleShard
Thu Oct 23, 2003 4:50 am
#14

The HAM costs are kinda annoyingly high sometimes (was using my laser to pick off some medium armoured FS nasties earlier) but if I am going to chuck out legshot2(the cone of legshot3 is nasty...make cripplingshot hit accuracy so i don't have to sue a marksman skill to be most efficient!)every single second....


Its the mind cost that crippled me today, normally my master rifleman buddy (master carbineer here) out damages me for about a minute...and then he has to sit around while his mind heals. Normally I can fight for upwards of five minutes without having to stop (although novice medic and top stims are a must). I consider it a tradeoff being ableto fight for longer rather than getting a few goodshots.


Just realised this is completely off topic, lol. Anyway I'm getting a laser and a dxr6 as my two krayt guns. laser for medium armour piercing, acid for when there are high energy resists. Getting two good energy guns is a waste.




Lady Gemina, Mistress of the Crimson Talons
Proprieter of the Lucky Bantha Cantina, New Hamburg, Tatooine (Dancers, Spice and a whole lot more!)
Krymelord
Fri Oct 24, 2003 5:14 am
#15






Ranged1 wrote:
Burst shot > FAS2 just my opinion, the ham is lower and the damage is higher, unsure on speed modifier though.





I disagree. Although burst shot usually hits for more damage (maybe 200 more) I find it to be more random on HAM pools. In my tests FAS2 Hits the health pool 65% of the time, Action 30% and Mind 15%. Burst shot 1 on the other hand goes about 40/40/20.


Although with our bleeds (Action pool) Burst shot hits the Action pool more. I find that Leg shot 2 is guaranteed to work with those bleeds and cost less HAM (burst shot 2 using the most HAM, considerably more than LS2 or FAS2).


Now as a finishing move or XP grabber in groups Burst shot does take up a large chunk of real estate, but for prolonged use in fights it is not better that FAS2.



Also this is based on my Rodian with a Laser Carbine.




Why do they call it a "monthly" storyline, when you can finish it in 2 days. Shouldn't they call it a "2 day storyline, every month"?
Matatodos
Fri Oct 24, 2003 7:19 am
#16

Let's remember that stun doesn't work at all and blind does not affect melee attacks. Burst 1 is the best bang for your buck as far as ham costs go.



Matatodos Casador
FrankLee
Fri Oct 24, 2003 7:43 am
#17



Krymelord wrote
In my tests FAS2 Hits the health pool 65% of the time, Action 30% and Mind 15%.






Not that I delight in math, but I like to think I'm pretty good at my adding and subtracting...
How scientific were these tests that produced 110% statistically?

I'm inclined to use burst shot over cripple, the damage loss is nothing compared to the huge downtime for crippleshot. I can fire twice with burst for every 1 cripple, so 2x1k instead of 1x1.4k, typically. As for the guy that says HAM costs are so easily fixed with buffs and drinks... Come on. 'No, I don't think this car uses too much gas, so long as you gut the trunk and put an extra 30 gallon tank in it, it only needs to be refueled every 300 miles'. Great argument. I should not have to use every illicit drug or medication to make my ham costs bearable. Sure, the HAMs are nice when your stats get up to 5k. Pal, I could probably kill a krayt with a survival knife, if I had enough HAM. It would still be retarded to try. I have a pistol-packing artisan on another server, and the guy can spam specials with this best pistol for several rounds before he has anything worthwhile as far as damage to himself is concerned. I'd say he can do his most expensive special (conservatively speaking) 12-15 times before I need to consider retreating. My carbineer needs to bleed the guy, legshot him, start running and pray for a kd with chargeshot. Then I rest up, repeat twice, and I can kill the big stuff. Sometimes. Sometimes the 'rest' phase includes a walkback from the cloning center.

If you have to include dying and walking back as part of your strategy, there is something wrong, no?

Perhaps I'm picking targets beyond me, but probably not.

Keep the faith Carbineers. I figure we'll get the fix near the space expansion.

-FL



FrankLee
--------------------------------------------------------------------------------
Everything I tell you is a lie. - Vergere
Jedi = Luke Skywalker - What friggin' genius designed this PR campaign?
Humans are SUPERIOR! - John Crichton
The Dallet Series (ongoing story)
Krymelord
Fri Oct 24, 2003 8:36 am
#18

Oops my bad it was a mis type by me



FAS2 Hits health 65%, action 20% and Mind 15%. Sorry for the mistake. I was at work and didn't double check. Also I did round my figures, they weren't perfect at 65/20/15, but I don't have the exact figures with me.




Why do they call it a "monthly" storyline, when you can finish it in 2 days. Shouldn't they call it a "2 day storyline, every month"?
Drace
Fri Oct 24, 2003 9:40 am
#19

**edit** alreday about tat sunburn!


If you're saying that the carbineer class is unplayable without [and it truly is] tatoine sunburn, then i'd like the profession to be offically renamed "Drunken Master"!


What kinda of stupid ass thinking is that were a combat class relies on getting high to have a better chance of succeeding!




Major Shakkles Ganes

CEO Vortex Rikers Inc.
Master Carbineer / Teras Kasi Master / Existential Nihilist
I praise, I do not reproach, [nihilism's] arrival. I believe it is one of the greatest crises, a moment of the deepest self-reflection of humanity. Whether man recovers from it, whether he becomes master of this crisis, is a question of his strength. It is possible. . . .
HARP00N
Fri Oct 24, 2003 11:02 am
#20

actually, random pool is random pool. Health is hit most often, then action, and least of all mind. You just happened to get more action hits with your burst shot when you were testing it..
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