Carbineer Archive

Thread: Hunting unarmored PvP opponents

Feomatar
Sat Dec 18, 2004 10:14 am
#14






TAfirehawk wrote:




Feomatar wrote:

LS resists have been nerfed a few days ago, psg's and tantel don't have it anymore... even if just taken out of the crate.





It is nice to see items off the Corr Bug List


It doesn't get advertised, but almost all the bug fixes we are seeing are coming directly from the Corr Forum Since the CU Team has been set for awhile, JTL launching has freed up some Devs to look at bugs....


And in case anybody missed it, SOE is hiring more Devs too.







If you ask me, this "fix" is just another lolly for the jedi population.



There are lots of moreimportant things in that game that need to be fixed...



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
AdmiralSpy
Sat Dec 18, 2004 1:42 pm
#15






TAfirehawk wrote:




And the base DPS while being Speed Capped is NOT better on a Laser vs. other Carbines when ignoring the AP ratings....check out the link in the FAQ to Carbine Stats.


Gotcha. I factored in AP ratings simply because of the "groupies" argument.. it's a rare occurence that Jedi travel alone, and generally speaking the Laser is a prime choice for PvP.


One last thing, the Enhanced E11 is AP1 so the Laser is only 25% ahead, not 56%.


Really? LOL, shows how much I know about it, heh. I've only ever owned one Enh. E11.. was made with base tissue, got a moderate damage slice.. dropped it in the Carbineer Spreadsheet.. was disappointed, and trashed it soon after.





I exclusively usea Laser Carbine for PvP. There are times when I'll switch to theDXR6 to bypass PSGs, but I prefer to "break" them using a Laser simply because 99% of people trust the condition on them and never swap PSGs in the middle of a fight.. leaving them with effectively no extra layer of protection once the fight has started up.




Addy | 'Addy
ex-Photographer
Forever Carbineer
FoeHammerOne
Sun Dec 19, 2004 3:45 am
#16



TAfirehawk wrote:

Feomatar wrote:
LS resists have been nerfed a few days ago, psg's and tantel don't have it anymore... even if just taken out of the crate.

It is nice to see items off the Corr Bug List

It doesn't get advertised, but almost all the bug fixes we are seeing are coming directly from the Corr Forum Since the CU Team has been set for awhile, JTL launching has freed up some Devs to look at bugs....

And in case anybody missed it, SOE is hiring more Devs too.






I used a PSG tonight with LS protection. Equiped it, had a friend hit me with her lightsaber, came up in the combat spam that it absorbed damage.



FoeHammer - Retired Weaponsmith
Natakku Asada - Retired PvPer.
Feomatar
Sun Dec 19, 2004 5:14 am
#17






FoeHammerOne wrote:


I used a PSG tonight with LS protection. Equiped it, had a friend hit me with her lightsaber, came up in the combat spam that it absorbed damage.





I have the information from this thread on the AS board: http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=70377

Yesterday my psg crates (made about 2 months ago) didn't show any LS resistance too..


Don't know why it worked for you...



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
TAfirehawk
Sun Dec 19, 2004 7:31 am
#18

Once you cross a server boundary then the PSG gets properly reset.




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Kakherot
Sun Dec 19, 2004 8:56 am
#19






TAfirehawk wrote:

Once you cross a server boundary then the PSG gets properly reset.







Yep, that's the kicker. Why is it that server lines always benefit Jedi? It was somehow used in that 78 crystal LS exploit too.



______________________________________________________________________
- I Support Wookiee Slave Traders And Price Gouging At Starport Gift Shops.
Guild of Descendants

Jedi Light and Dark Factions vs Jedi in the GCW
Bennyboy4308
Mon Dec 20, 2004 6:07 am
#20

Bah, I used them all yesterday while experimenting against knights. Guess I didn't check to see if they were actually working. A few things I noticed though while going 0 for 6 against MLS and better.


Somehow high level jedi can mitigate lots of damage because I'd use cripple shot against a knight and it'd block 1200 damage, but then when I'd actually hit him it'd be for like 200 damage.


Applying states is a waste of time, it takes to long to get them to apply, and they're instantly healed with little force cost. Case and Point, I fought a kinda stupid knight who healed intimdated the instant it was applied and I literally spammed it for 20 minutes and he still had enough force to attack me. Best force drain is to force them to heal often.


Note: I didn't expect to win these fights, it was for experimental purposes.


If the psg nerf is true thats kind of disheartening. It was stated by the devs before patch 9 that they would have lightsaber resist, and really its the only way to survive more than 20 seconds against a MLS. Even with synthasteak they just deal too much damage way too quickly against people without melee mitigation.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Jasef
Mon Dec 20, 2004 8:13 am
#21

As a non-carbineer, but decent PvP'er as a Rifleman who fights jedi ALOT, I suggest this: Accuracy mods don't mean anything when fighting a jedi since they'll Block almost everything, but when you do hit, you want to bring the thunder. Find the highest damage wepon you have, because when one out of those 5 shots hit, you gotta make it count, from that standpoint, I'd suggest a laserr (Like I asked y'all about-It came out to 700 Max, so according my calc. it should deal 3k DPS with Crippling...)



<-----------Roll it
AdmiralSpy
Mon Dec 20, 2004 9:01 am
#22

Remember to also use ScatterShot2 on Jedi. To a Jedi, the 3 HAM bars are all "equal" in terms of what cankill them, and it takes more force to heal all 3 individually (or all at once) than it takes to heal twice as much damage to the Health or Action bars.


Depleting 3 pools at once means they have to resort to either 3 individual heals (many of which are overkill.. some Jedi will heal themselves when they lose about 1/5 of their pool when their heal function works just as well and uses just as much force if their bar is at 1/5th) or more commonly a "TotalHeal" which depletes their force bar sooo fast.



Addy | 'Addy
ex-Photographer
Forever Carbineer
galvatronicus
Mon Dec 20, 2004 11:12 am
#23



Bennyboy4308 wrote:
Bah, I used them all yesterday while experimenting against knights. Guess I didn't check to see if they were actually working. A few things I noticed though while going 0 for 6 against MLS and better.
Somehow high level jedi can mitigate lots of damage because I'd use cripple shot against a knight and it'd block 1200 damage, but then when I'd actually hit him it'd be for like 200 damage.
Applying states is a waste of time, it takes to long to get them to apply, and they're instantly healed with little force cost. Case and Point, I fought a kinda stupid knight who healed intimdated the instant it was applied and I literally spammed it for 20 minutes and he still had enough force to attack me. Best force drain is to force them to heal often.
Note: I didn't expect to win these fights, it was for experimental purposes.
If the psg nerf is true thats kind of disheartening. It was stated by the devs before patch 9 that they would have lightsaber resist, and really its the only way to survive more than 20 seconds against a MLS. Even with synthasteak they just deal too much damage way too quickly against people without melee mitigation.



This has been my experience with states also. I just dont understand it when I read these posts by BH/carbineers on the bounty hunter boards where they say they kill jedi by using up all the jedi's force points by forcing them to heal states all the time. Anytime I spam sprayshot for states it doesnt take long before I am on the defensive because the jedi can kill me a lot faster than I can "use up" there force points.

By the way I like your suggestion Addy, I havent used scattershot much but I have seen you suggest it several times. I am going to try to find situations to use this attack.



_______________________________________________
Chagatai Yesukai - Master Bounty Hunter - Master Carbineer - Sprayshot Advocate
Imperial Sergeant specializing in deadly applications of the DXR6.
_______________________________________________
Being a Bounty Hunter Fighting Jedi
BloodMonk
Mon Dec 20, 2004 2:00 pm
#24

mmmm you could compensate for the lower damage (due to using more exp points for ham) by using the nyms loot


maybe worth looking into...


I'm considering starting a WS toon on another server to be able to figure all this stuff out (not start a shop).... much easier to explain to the WS how I want it done then (I think the best part to lower HAM is the barrel, as it's the smallest contribution to damage as far as I know).


BTW: you can still use pups to lower action cost I looked up the combination...can remember it at though


Sly



Proud Member of -BLOOD-

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AdmiralSpy
Mon Dec 20, 2004 2:07 pm
#25






galvatronicus wrote:

By the way I like your suggestion Addy, I havent used scattershot much but I have seen you suggest it several times. I am going to try to find situations to use this attack.




The thing with ScatterShot, though, is that its also often a tricky call. For example, one might say that the only way to kill a person with Doc in their template is to spam ScatterShot until their mind pool drains, but as we know, that isn't true. Going for max damage on Health with a good carbine, states and KDs usually entails being able to kill someone before they can heal themselves.


It's the same with Jedi - technically speaking, very few Jedi ever end up using their entire force pool before they die, simply because they can't heal themselves in time. The exception is of course with FRS-ranked knights who by now only really die if you drain them completely.. (but as a Carbineer that's out of the question anyway.)


It boils down to the strength of your carbine and any DoTs you may have when it comes to hunting Padawns. If you can take em out on Health or Action fast enough that their healing abilities can't cope, then that's props to you and an easy kill. Same goes for any medic-based PvPer out there.


If however they have heal-macros going (or they actually know what they're doing and don't panick..lol) then draining as much damage seperated per bar is the way to go. HealHealth, HealAction and HealMind are 3 different specials, along with a TotalHeal.. and each have their own "levels" (healhealth1, healhealth2, etc.) The base heal for each 3 stats is 500, and I think it goes in increments of 500 as well, so that the next is 1000, 1500, etc (but I'm not sure.)


Each heal throws a 1-2 second delay (maybe more).. so that if you were draining all 3 pools (slightly less per pool), it means they either have to run each heal individually and waste about 5-8 seconds (while you keep damaging them) or they have to sacrifice even more forcepower to heal all three at once (provided they even have that ability.)


Against low-level Padawans, Id definitely recommend using good ol states/KDs and crippleshot, along with any supplementary dots. Their defenses are low enough that they can't do anything.. and their healing/saber skills are too low to be efficient.


Against those that are nearing Master Lightsaber, though, or becoming more profficient with Healing abilities, I generally found ScatterShot to be the most effective (unless they were dizzy/KDd.. at which point, CrippleShot away.) The Force Pool is the life and death of any good Jedi player. Some will make mistakes and won't pop steak or vercupti or dodge food when you attack and will incap rather easily on a single pool.. but those that you see constantly healing themselves will succumb much faster when you force them to kill themselves.


Reverse-Carbicide.. as I call it..



Addy | 'Addy
ex-Photographer
Forever Carbineer
TAfirehawk
Mon Dec 20, 2004 2:07 pm
#26

Well by low HAM I mean no stock or scope, not necessarily experimented for low HAM.




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

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