Carbineer Archive

Thread: Tips for Building Your own Template...(add your own tips too!)

AdmiralSpy
Fri Jul 09, 2004 9:37 am
#14





PST, ScatterShot no longer reports 1 point of damage




Ya don't say?


Nice!





Addy | 'Addy
ex-Photographer
Forever Carbineer
OnlyMaestro
Fri Jul 09, 2004 1:28 pm
#15

Actually if you read carefully I put "It is tempting to cap at 125 if you can," but many people are trying to design BH/Carbineer templates and grabbing defenses from TKA or Pistoleer...


Defenses at 60 or 70 are not worth it, just a waste of SP. Defenses are only worth if you CAN cap.



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

DarthHossith
Sat Jul 10, 2004 1:29 am
#16






OnlyMaestro wrote:

Actually if you read carefully I put "It is tempting to cap at 125 if you can," but many people are trying to design BH/Carbineer templates and grabbing defenses from TKA or Pistoleer...


Defenses at 60 or 70 are not worth it, just a waste of SP. Defenses are only worth if you CAN cap.






AS it stands until CB, you should add



Hosoke Enaitol - Eclipse
Carbineer - No matter what the NGE says
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OnlyMaestro
Sat Jul 10, 2004 1:42 am
#17

There's a good chance the CB won't even be the 11th Update.


Depends on what goes on with all the "Jedi" activity.



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

RaccaBoo
Sat Jul 10, 2004 9:28 am
#18

Yup good advice and one I have always used when making my temps. I will always choose the pistoleer tech line for it's defenses over any other defenses as a BH.



Fahd Krath Master Bounty Hunter/Master Jedi Stalker
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TAfirehawk
Sat Jul 10, 2004 11:55 am
#19






OnlyMaestro wrote:

Actually if you read carefully I put "It is tempting to cap at 125 if you can," but many people are trying to design BH/Carbineer templates and grabbing defenses from TKA or Pistoleer...


Defenses at 60 or 70 are not worth it, just a waste of SP. Defenses are only worth if you CAN cap.







Thanks for the clarification, I have noticed a boost above +80 in each and now that I am around 110-120 in each it sure matters in my template.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

AriasImmortal
Sat Jul 10, 2004 8:15 pm
#20

jedi hit 100% of the time? haven't noticed that.



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

AriasImmortal
Sat Jul 10, 2004 8:17 pm
#21

also, ranged/melee defense is VERY effective. I still counter/dodge TKMs (despite their 200+ acc), and that wouldn't be possible without the ranged/melee.



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

YoungJobu
Sat Jul 10, 2004 9:16 pm
#22

I'm a Wookie. My armor sucks. So i decided I need to kill people before they can get to me. Here is what I've discovered.


The biggest tip I have is Speed kills. As a Master Carbineer/BH carbs 4, my speed is at 115 and accuracy is at 190. I can use any speed of weapon and hit as fast as the server allows. This all has to do with having your speed at 100 or greater. So, what I do is buy slow hard hitting carbs and add Maximum/Minimum power ups. I have a DXR6 that is 200-340, in PvP I've hit a TK/DOC with burst shot 2for 400-570 for as fast as the server allows. He couldn't use stim-D's fast enough. I killed him by taking out his action and health, not his mind.


Another thing this template gives you is about 4 shots that can cause dizzy. All you have to do is write a macro with these shots looped and they stack. In PvE, I've had enraged rancors just lay down and die with this. They can't even move. In PvP, if a guy has defenses he won't KD....if not he'll just flop around and die. Also, use your posture down attacks on melee attackers. This would be suppression fire 2 and Action 2. This also works on Jedi. It just gives you a lil room to operate.


Now that they've dropped the master scout requirement I'll be going Master Carbineer/Master BH and pistoleer 0,0,0,3 this gives me 200 accuracy 115 speed in Carbineer and 125 accuracy 103 speed in pistols (plus some added melee defense). This allows me to fire away with eyeshot for as fast as the server allows. I might later make a hodge/podge of Carbineer / Pistoleer with Master Bounty Hunter in order to get more status defenses and the use of the genosian sonic blaster. Eye shot ......using a genosian ( I'm talking those 140-370 ones not the loots).....as fast as the server lets you.......that could be intersting.
EisMan_Buckeye
Sun Jul 11, 2004 11:12 am
#23






AriasImmortal wrote:
also, ranged/melee defense is VERY effective. I still counter/dodge TKMs (despite their 200+ acc), and that wouldn't be possible without the ranged/melee.






Actually, dodge/counterattack have nothing to do with ranged/melee defenses.


It's like a series of checks... Someone shoots at you, there is then a die roll to see if they hit you that takes ranged/melee defenses into account... If they miss, it shows up as a miss... If they hit, then there is another die roll that takes dodge/counterattack into account. So, if you see yourself dodging/counterattacking often, it is because your ranged/melee defenses did not make the shot miss initially, and your secondary defenses kicked in.




__________________________________________
EisMan Buckeye [COG]
Mercenaries do it for money
[Master of Carbines] [Retired Mercenary]
__________________________________________


OnlyMaestro
Mon Jul 12, 2004 12:29 am
#24

Even if TKA or Rifleman miss you 50% of the time, chances are you miss their template just much -- and they'll hit for more pure DPS than a Carbineer can ever possibly match.



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

AriasImmortal
Mon Jul 12, 2004 6:44 pm
#25

well, that makes sense. but still, it decreases your chances of being hit



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

Kumakada
Wed Jul 14, 2004 4:54 am
#26

Could someone please post a useful macro for PVe/PVP. I am close to Master Carbineer so any macro within that profession would be very appreciated. Also, if I drop Novice Medic will I still be able to use ANY stim pacs at all? <-- off topic but I need to know, lol. Thanks



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