Carbineer Archive
Thread: Carbineer Speed Improved Publish 7?
Hitchico wrote:
Cant say i was whining, was a question tbh. Thx for the constructive response.....
Any time ![]()
I just hate to see people beating a dead horse....
Cairn Trenor
OVERPOWERED ABOVE +75......
Man you people don't have a clue....
I am at +85 and I am by no means overpowered even with millions and millions invested in Krayt Carbines.
Overpowered my arse.....![]()
TAfirehawk wrote:OVERPOWERED ABOVE +75......
Man you people don't have a clue....
I am at +85 and I am by no means overpowered even with millions and millions invested in Krayt Carbines.
Overpowered my arse.....
That is my opinion that with more than 75 speed we would be overpowered escpecially with our specials fixed, we already have the highest damage specials of the standard ranged professions and then add dizzy, kd, stun and blind to that I dont see how we wouldnt be overpowered. With a standard speed of 75 we could get our speed to 100 with tapes and that would mean we would compare to Carbineer/BH's. Don't know if you ever tried a MC with the BH carbine tree but with that speed we do outdamage riflemen.
Cairn Trenor
CairnTrenor wrote:
That is my opinion that with more than 75 speed we would be overpowered escpecially with our specials fixed, we already have the highest damage specials of the standard ranged professions and then add dizzy, kd, stun and blind to that I dont
novamarine wrote:
Frankly I consider it underhanded that these other classes use the values without the the 1.5 modifier because the correspondants go running to the Devs and say "we suck! our specials are only doing 3x damage! how can we kill anything" when in reality their damage output is 50% higher they they claim.
novamarine wrote:
CairnTrenor wrote:
That is my opinion that with more than 75 speed we would be overpowered escpecially with our specials fixed, we already have the highest damage specials of the standard ranged professions and then add dizzy, kd, stun and blind to that I dontThat statement is very false. The ranged professions all have very similar damage modifiers. This issue results from the fact that when I collected and reported the damage modifiers I reported the actual real life modifer that the special will do when fired in the game. The special data in the top of this forum is based on your weapon. To get the damage done, you multiply your gun X the special modifier. A large number of other lists running around have based their specials on your normal attack. Now your normal attack is 1.5 times your weapon. So, the special damage in that case is gun X 1.5 X special modifier. Why they do this I have no idea as it just confuses new players who want to figure out what the special will do in game. Players don't read the fine print and see they need to adding the 1.5x factor.So, if you take other classes special modifiers and multipy them by 1.5 you will see those modifiers are identical to the carbine modifiers.Frankly I consider it underhanded that these other classes use the values without the the 1.5 modifier because the correspondants go running to the Devs and say "we suck! our specials are only doing 3x damage! how can we kill anything" when in reality their damage output is 50% higher they they claim.
So Strafeshot2 for riflemen that I read somewhere get a damage modifier of 5 is actually 1.5*5=7.5 just the same as crippleshot?
Cairn Trenor
Quite heckling the correspondent TBH. Your the one doing the whining, you do realize this right?
Anyway I mastered pistoleer and from my viewpoint (no math involved) Pistoleer has 2 broken specials, just 2. Fanshot says it hits one target multiple times but is instead a very very thin cone of fire, multi-target says it hits multiple targets, but it doesn't at all. This should tell you guys how much love pistoleers get compared to other classes, which average about 1-2 TREEs being completely broken.
Pistoleer has fast weapons and high deffense but I don't hit my cap with stopping shot and master pistoleer, this with a scout blaster (1.7ish speed I think) Ofcourse I'm not useing skill tapes. Its Damage though is seriously lacking, with stopping shot I do about 900-1500 damage every 1.5 seconds or there abouts. I've seen riflemen do 3k damage per second and I won't bother to mention TKA's damage. So pistoleers are obviously lacking in damage (btw my pistol is 90-210 damage 1.7ish speed) But the only special they don't hit cap with is stopping shot.
What I want to know is, with carbine's high ham costs, are you SURE you want to hurt yourself for 100 damage per second?
nightwolf180 wrote:
If your rifle has damage of 100-200 then Strafeshot2 would do 5*100=500 to 5*200=1000 damage. What nova was saying is that there is NO 1.5 modifier when calculating the specials damage. the 1.5 modifier ONLY effects your weapon when you just shoot without specials (what a concept!) so without specials your rifle would do 1.5*100=150 to 1.5*200=300 damage.
No that is NOT what Nova said and VERY wrong. There is a 1.5X multiplier even on Specials when the profession lists them that way.
StrafeShot2 will do 7.5X of the weapon's listed damage if it is listed at 5X but the fine print says 1.5X to weapon damage before applying special modifier. Personally I never go to the Rifleman forum so I have no idea what their specials are, BUT this has been discussed before.
Anyway, its not entirely about DPS... With the upcoming carbineer special fixes you all become more of a status change class. All the DPS in the world doesn't matter if you and the rest of your group are flat on your backs because the opposing teams carbineers keep you pinned down with thier dizzy and KD attacks. Heck, a rifleman alternating spaming flushing shot 2, flurry shot 2, and strafe shot 2, with a carbineer next to them laying down the ranged AE KD and AE posture down attacks could hold a pretty large group at bay for a good while, no matter what defense they have vs stun/dizzy/posture down/KD eventually one of these will land leaving them in a bad position.
Message Edited by Eaca on 03-11-2004 03:26 PM
Flat on your backs how? Would it be the dizzy that sticks1 of 10 shots (or less). Or would it be the kd that wont kd a group? I dont get it.. It would be great if DPS didnt matter, but it does.
Hopefully the patch would change this, but from the sound of it, it wont. Hopefully the combat revamp will, though.