Carbineer Archive
Thread: Suppression Fire is CHANGED/FIXED
SeanBlader wrote:
I hope you all realize, besides TA I know he does, that if you change all the improved shots to area attacks we will have no single target offense? Also I hope you realize that the new hate system goes after who ever does the most damage. Take those two points into account and you're expecting to be the first person to die, either that or the medic that heals you when you're about to die. Hunting in a group against level 80 lairs with 12 to 16 hostile targets standing around is not the time or place to be using ANY area attacks. Commando weapons are frowned upon in any groups I've been in, as are grenades, and even area effect traps from Rangers. Usually that leads to TPW as soon as the medic starts to try saving lives. And then at that point you better have an experienced and well equipped smuggler to do the area root to save you.
That is what Dabbling is for, but Carbineer should have at least on Single Point Damage Shot (ie Rapid Fire).
TAfirehawk wrote:
rYsyn wrote:
Well, the problem with Carbineer is that only 3 of7 specials are any good. All the other specials are redundant.
Here is what I am taking about:
- Improved Leg Shot - The most power Carbineer Damage Shot
- Improved Crippling Shot - Nice Snare, but does not last very long
- Improved Charge Shot - Great Knockdown Shot
- Improved Full Auto Area - Average Cone shot, nothing that special
- Advanced Surpression Fire - Weak "snare" that is a cone and only last about 5 seconds and is redundent with Crippling shot
- Advanced Rapid Fire - Weaker then snot, useless
- Improved Scatter Shot - Hits multiple areas on a target? What is that? This is weaker then Rapid Fire.
Actually let me correct #4, it is a cone of 90 degrees, that is something VERY special in the Carbineer/BH bag of tricks. Of course drawing in that much aggro is not very often recommended, but it is powerful and useful in the right situation. I haven't tested FanShot or any other non-Carbineer/BH cone attacks, but the others are 30 deg or less from what I have seen.
#5, well you should hold your observations until the damn thing actually gets fixed.....very PO'd with the Devs on this one.....
#2, the snare lasts long enough for me to kill level 81 creatures before the reach me....and that is with me standing still, NOT kiting.
#6, this should have a shorter cooldown timer and thus fire rapidly....which means the actual DPS might be quite high even if the damage on each shot is lower than Imp Leg Shot....more testing is needed and possibly the Devs need to fix this one too.
I wanted to add a few more comments as I am probably going to give up Carbineer with my alt because it just sucks. There is not a single special in carbineer that is worth while. Every specials is outmatched by either Pistoleer or Rifleman.
- Improved Leg Shot - Not to bad here, Pistoleer's Improved Body Shot is just as good
- Improved Crippling Shot - Rifleman Knee Cap shot is just as good as this.
- Improved Charge Shot - This is about the only special Carbineer has that the others don't (except BH, which almost every ranged profession has mastered)
- Improved Full Auto Area - Sadly enough, Bounty Hunter's Spray Shot is more effective, how funny is that? Also, Pistoleer's FAN SHOT is better too.
- Advanced Surpression Fire - Need I say more in this? An Area Snare?and a duplicate state to boot.
- Advanced Rapid Fire - Master Level Special and it is weaker then Body Shot
- Improved Scatter Shot - Again, weak and ineffective
I see little uniqueness in Carbineer and little reason to be one. They cannot "crowd control" nor effectivly handle multiple targets. I have little faith that any of this will get fixes any time soon. Carbineer has always been a "Gem" to me ans I've always wanted to stick with it, but it simple has never been a good profession. Action cost have always been high and other professions have always been better at the same skills.
I think that you guys have a TON of agruing to do as right now I cannot imagine anyone sticking with this profession when you can get better specials elsewhere.
Good luck.
rYsyn wrote:
I wanted to add a few more comments as I am probably going to give up Carbineer with my alt because it just sucks. There is not a single special in carbineer that is worth while. Every specials is outmatched by either Pistoleer or Rifleman.
- Improved Leg Shot - Not to bad here, Pistoleer's Improved Body Shot is just as good
- Improved Crippling Shot - Rifleman Knee Cap shot is just as good as this.
- Improved Charge Shot - This is about the only special Carbineer has that the others don't (except BH, which almost every ranged profession has mastered)
- Improved Full Auto Area - Sadly enough, Bounty Hunter's Spray Shot is more effective, how funny is that? Also, Pistoleer's FAN SHOT is better too.
- Advanced Surpression Fire - Need I say more in this? An Area Snare?and a duplicate state to boot.
- Advanced Rapid Fire - Master Level Special and it is weaker then Body Shot
- Improved Scatter Shot - Again, weak and ineffective
I see little uniqueness in Carbineer and little reason to be one. They cannot "crowd control" nor effectivly handle multiple targets. I have little faith that any of this will get fixes any time soon. Carbineer has always been a "Gem" to me ans I've always wanted to stick with it, but it simple has never been a good profession. Action cost have always been high and other professions have always been better at the same skills.
I think that you guys have a TON of agruing to do as right now I cannot imagine anyone sticking with this profession when you can get better specials elsewhere.
Good luck.
Special shots that where used are adv critical shot, leg shot, head shot, sniper shot when it worked. Granted sniper shot is very powerful but the wind up time = two carbine shots (snare and adv critical to me seem better) so no real point being a rifleman apart from the 65 distance ability.
Only difference I did notice overall was the action drain seemed to be lessened with rifleman.
But for absolute definite this rifleman snare dos not work as well as the carbiner snare improved cripple shot works every time kneecap works so, so.
Improved Crippling Shot - Rifleman Knee Cap shot is just as good as this. That would be a no!
TAfirehawk wrote:
#1 - that is supposed to be that way.
#2 - that is supposed to be that way.
#4 - how can you say Sprayshot is better than FullAutoArea when Sprayshot has a 30 deg cone and FAA is 90 deg? Both Specials have the same damage modifier as posted and STICKY. I haven't tested Fan Shot from Pistoleer but I will soon.
- I have both specials and CONSISTENTLY do higher damage (about 10%)with Sprayshot and hit the same number of targets.
#5 - it is just broken, like Rifleman has many broken things too.
- Again, based on your own comments and the comments of the Devs, when it works it will be an area Snare, which is extremely useless when fighting NPCs or Playerssince you are limited to 50m.
Hey, it's your profession, if you like it, then great. I was just giving you my 2 cents. As I see it, there is nothing in the carbineer profession that I cannot not get by dabbling elsewhere and that cannot be said for other professions.
There is nothing UNIQUE about Carbineer.
- Pistoleer has a Stopping Shot (Root), Disarming Shot (firing delay) , Fan Shot (Area), and Intimidation Attack (reduces damage)
- Rifleman has a Stratle Shot (firing delay), Knee Cap Shot (Snare), Cover, Conceal Shot, and Sniper Shot
- Bounty Hunter has Confusion Shot (dizzy) , Torso Shot (bleed), Underhand (KD), Spray Shot (Area) &Duelist Stance.
Carbineer has a Crippling Shot (Snare), Surpression Fire (Area Snare), FullAutoArea (area), Charge Shot(KD).
- Where is the uniqueness? Surpression fire? An entire profession built around 1 special that only slows down a target for a short period of time?
I would think they would have more. Area KD, Area Root, Area Damage Shot (much stronger then what it is now).
Just my thoughts, only trying to help.
rYsyn wrote:
TAfirehawk wrote:
#1 - that is supposed to be that way.
#2 - that is supposed to be that way.
#4 - how can you say Sprayshot is better than FullAutoArea when Sprayshot has a 30 deg cone and FAA is 90 deg? Both Specials have the same damage modifier as posted and STICKY. I haven't tested Fan Shot from Pistoleer but I will soon.
- I have both specials and CONSISTENTLY do higher damage (about 10%)with Sprayshot and hit the same number of targets.
#5 - it is just broken, like Rifleman has many broken things too.
- Again, based on your own comments and the comments of the Devs, when it works it will be an area Snare, which is extremely useless when fighting NPCs or Playerssince you are limited to 50m.
Hey, it's your profession, if you like it, then great. I was just giving you my 2 cents. As I see it, there is nothing in the carbineer profession that I cannot not get by dabbling elsewhere and that cannot be said for other professions.
There is nothing UNIQUE about Carbineer.
- Pistoleer has a Stopping Shot (Root), Disarming Shot (firing delay) , Fan Shot (Area), and Intimidation Attack (reduces damage)
- Rifleman has a Stratle Shot (firing delay), Knee Cap Shot (Snare), Cover, Conceal Shot, and Sniper Shot
- Bounty Hunter has Confusion Shot (dizzy) , Torso Shot (bleed), Underhand (KD), Spray Shot (Area) &Duelist Stance.
Carbineer has a Crippling Shot (Snare), Surpression Fire (Area Snare), FullAutoArea (area), Charge Shot(KD).
- Where is the uniqueness? Surpression fire? An entire profession built around 1 special that only slows down a target for a short period of time?
I would think they would have more. Area KD, Area Root, Area Damage Shot (much stronger then what it is now).
Just my thoughts, only trying to help.
Please look at my test data in the STICKY post, I have tested these 20 Specials quite extensively.
I haven't tested the cone angle since TC, but will do that eventually.
And I appreciate all the info from other profs you can bring here ![]()
But I don't see uniqueness in any profs right now, hence I don't single out Carbineer as worthless compared to others.....even when abilities are equal.
I keep reading post about ppl telling that suppresion fire is at least aggroging the MOBs but since Ive dropped it I cant test it.
Is it still broken?
Does it do damage (since it wasnt when I still had it)?
TAfirehawk wrote:
It has always done damage and aggro for me on LIVE but no State....unless something changed that isn't in the Patch Notes for the last 5-6 days since I have been in-game.
- agro: yes
- damage: yes, but very little
- states: i think i saw a symbol comming up at the target, but it's there for so short that it really doesn't matter...
FAA has got me out and threw some tough ares & missions...
Sence, I respec'd to MBH/Mcarbs/DocNov Ive only been killed 1 time and its cause i tried to burst run threw about 30 or so lvl50 NPCs LOL my own fault here...
Message Edited by davemusic on 05-20-2005 05:27 PM