Carbineer Archive
Thread: Pick a Special Please
Melampus wrote:
B0B4F377 wrote:
on a side note. none of these moves should get a dizzy effect or carbineer would be semi overpowered in PvP
Seems BH's get Dizzy and KD..
APollo
I think its safe to say you dont have a BH char cause ill tell you fire KD rarely kds only gives a weak dizzy and never sets fire to anything. For my BH toon I combine confusion which dizzys well about every other shot with chargeshot
1. I can't really pick just one. They all hurt, with the exception of charge shot 1.
2. Leg shot 3. I like the idea of targeting action, but its not worth it against the big game because of its leg shot 2 damage. Also, this is very important - PLEASE DO NOT MAKE LEG SHOT 3 AOE! With the limited crowd control ability at our disposal, AOE means DOA when used. If I go a little off post here I apologize, but the only way it makes sense to make leg shot 3 AOE would be if crippling shot was changed to a high damage attack on an opponent's action pool (though not as much damage as it currently does of course) and put crippling shot's effect on burst shot 2. That way more of our special moves become actually useful.
Actually after really thinking about it, I'd like to change my vote. I was in a hurry earlier and should not have posted.
1) All of them.
2) All of them.
That is a more accurate reflection, and the only solution that will improve my experience in this game... fixing only 1 special is not an option for something I paid for. If I wrote a database system and someone paid for it with these kind of bugs I'd get my ass sued.
1. Scatter Shot (either 1 or 2, both really)
Very powerfull shot, but it drains my HAM in 5-6 shots maybe....
2. Fullautosingle2
Needs to dizzy, and HAM costs need to be reduced.
effectively a ryshcate and a tatooine sunburn limit my ham to what my mind cost is (although going a cook so I can support my carabineer is quite funny - the one thing that will make me happy is:
1.fullauto single 2 to have a chance of 50% dizzy(dizzy that will stick forlonger than 1 second)
and - if you can make
2. legshot 3 to be somewhat better than legshot 2 ....
1) Charge Shot 2 - because this alone would justify everything else being screwed.
2) Full Auto 2 (dizzy effect) - because if they can stand right back up, Charge Shot only works GREAT when spammed.I don't fight cheap.
3) Yeah, I posted three!
Leg Shot 3. As does gpunk, I would really like our action pool target shot to do some real damage.
#1. Full AutoSingle2
I think I have to agree with most other people here.
#2. ChargeShot2.
If this worked as intended, AoE knockdown, suddenly Carbineers would be looked at as a very desirable and respectable class. Being the only (or one of the few) classes that can knockdown several opponents at once will actually tempt MANY players to start becoming Carbineers.
1. Full Auto Single 2 (needs a dizzy possibility).
2. Chargeshot 2 would revamp the Carbineer profession and put us back into our role as crowd control.
1. ScatterShot 2 - Seems to be high HAM to me.
2. CrippleShot - Being as it is given in the Accuracy branch it should target the action pool only. Would also be nice if it possibly slowed the target down for a few seconds(5 or so).
Cripple - To deprive of the use of a limb, particularly of a leg or foot; to lame.
i have a suggestion (i am not nor was a ever a carbineer)
there is a KD that works and has no delay on it....i know someone that spams it on my melee character and it does get rather annoying but the ham costs equal it out...as for the 2 shots...
1. any special move for a Master...carbineer gets no new move when you get master all you get is a pat on the back...
2. definately fixxy the dizzy...cause the ham ona carbineers weapons right now far outweight kiting anyone melee around or for that fact beating anyone.
just 2 cents
1. Fullatuo 2
It's a good move. It hits for reasonable damage, and does some nice things.
2.Wild shot 1 AND 2.
Why? Because it's useless. This move would be MUCH better off doing dizzy instead (i.e Wild shot 1: Causes Dizzy to a single target; Wild shot 2: Causes Dizzy in an Aoe or Cone (as long as it multi hits, that's what carbineers are for, crows control
)
The reason why I say this for Wild shot, is because:
1. Stun is useless to us. Amplifying damage? It doesn't amplify it much. But the main reason is really...
2. Leg shot 2 AND 3 already do stun. Now if LegShot 3 was intended to be multi target attack and it would keep it's stun, it will probably also cause stun to the targets it hits. Thus, it is totally unlogical to make two moves do stun. Diffrence is, one does real damage, the other doesn't, and one is cheaper to use (and possibly faster) than the other.
Succession rate isn't a matter either: If I cast a Legshot 2 or 3 (If forget if 1 has it, probably not though...) I always do stun (provided of course the move hits).
Another thing that would help by doing this is DECREASING THE **edit** DABBLERS! I see TOO Many ppl dabbling in BH carbine. Why I ask, and the reply about this: "Because it makes us really good at pvp and PvNPC." That's silly. I think all proffesions should be ok in pvp. Carbine is, but we should have a dizzy move too. It's really just the KD and dizzy that ppl dabble into BH carbine. It's pathetic!
What ya'll think?
Fix chargeshot2.
Fix speed cap for carbines so we can fire at same rate as master pistoleer, master rifleman.
Fix legshot3 - it's the same thing as legshot2.
-- Ypi