Carbineer Archive
Thread: I feel as if carbineer is the worst profession of the marksman tree...
Warmaker01 wrote:
xDiggerx wrote:
I was over here checking out your forums as I may grind up Carbineer and after reading this post I just had to chime in.
As a long term rifleman I read this and actually laughed out loud!
Pre-cu rifleman were pretty uber. Post-cu we are certainly not. Of rifleman, carbineer, pistols, I certainly have observed that carbineer now has the best combination of damage/speed/specials of the 3.
Rifleman benefits: highest damage ranged weapons (1,184 ALR cap); best ranged damage shot; longest range in game at 65m.
Rifleman shortcomings: highest damage= most hate generated (you take a lot more damage in groups); highest damage ranged weapon is typically much slower than a nice carbine which does just over 100 less damage but fires over 1.5 times as fast; best ranged shot requires you to be prone and takes forever to load up; longest range in game is only useful for 1 or 2 shots..then most NPC's or critters close with you since your specials all suck; snare shot reduces movement by 10% which is typically your speed when having a rifle equipped....once something is on you there is no way to out-run it (no KD, no Root); with a SAC min of 82 most rifleman end up waiting around for their action bar to regen (or your forced to use SAC pups).
Don't get me wrong, I am not complaining as I love being a rifleman and always will be one. But the "grass is always greener" certainly does apply......I think carbineer is a step above rifleman and pistoleer. Rifleman and pistoleer can battle it out for second best....although from a pure usefulness standpoint the root shot pistoleers get is mighty nice.
I have been a rifleman/ranger for a long time....I have recently gotten disgruntled with ranger and plan to drop it. I need to pick up either carbineer or CM (I have over $30 million in ADK's and $50 million in rifle/ranged AA's in my RIS Battle Armor....which I can't wear once I drop Ranger unless I pick up another prof with Battle......yup, dummy me when I set that up thinking my rifleman allowed me to wear the battle armor, not being a Ranger!!). Anyway, as a Master Rifleman/Master Carbineer, 0403 in Pistoleer (what I plan to regrind too)....I can wear my battle armor and have some pretty amazing shots/weapons/mods to utilize......but time will tell.
Your points are right on the mark.
There are a number of Pre-CU Rifleman that can't get the idea that Rifleman currently is nowhere near the same like in the Old Days. Firstly, as you stated, Rifleman was hands down the only working Ranged Profession that people feared consistently.
I also say this: For those players who can't get past the days of Speed Capped Attacks with the highest damage ratings... Rifleman isn't for you. The Old Days are done.
My current template is close to what you intend to get to. I returned to Master Marksman, Master Rifleman, Master Carbineer, Pistoleer 0434. Most fun I've had with the templates I've tried that suit my style.
Very true![]()
That's why I have this template:
Master Rifleman/Pistoleer/Marksmen/4-4-3-0 Carbineer
Root + Best Snare + KD + Cyberarms = Your never gonna get in my range
The true point of going Rifleman post CU![]()
Message Edited by PyscoJuggalo on 08-02-2005 09:48 PM
Great discussion. I think I like you Carbineers!!![]()
One point we have all missed also is that just because your a "carbineer" does not mean you have to use a carbine. Consider the ALR. One of the highest damage ranged weapons in the game with no cert required...just combat level 54. I could certainly see situations where having a ALR and a Carbine loaded in hotkeys and switching back and forth could be highly effective.
I currently run two ranged arms for a range of 80m with my rifleman. If I add Master Carbineer to the mix, with all the great shots you have to offer, I can only imagine how much more effective I can be at range.
This is going to be fun!![]()
Any suggestions to fix this? X|
Magnitude wrote:
it may simply just be because of my template choice (Mcarbineer/MBH/CM 0004)
I'm curious to know why you chose CM 0004 instead of say 4000. Debuffs are good, but I'd think Bacta Toss/Spray would be more effective? Especially if they follow through with the Batcha Shot nerf.. spray is great and it sure beats popping Ruby and stims..
Magnitude wrote:
Well, this has certaintly change my thoughts, though, it may simply just be because of my template choice (Mcarbineer/MBH/CM 0004), equipment, and the fact that I can't really fight higher leveled jedi that well.
Any suggestions to fix this? X|
To be perfectly honest, you really should not be able to fight higher level Jedi "that well" with any non-Jedi template.
*puts on flame-retardent suit in preparation for the OMGZ I KILLED 18 JEDI KNIGHTS YESTERDAY 1V1!!! comments*
Jedi are meant to be at least 1.5 times more powerful than regular templated characters. Any Jedi worth his salt should be able to either 1) beat you 1v1 or at least 2) escape you and thus not allow you to beat him. Common Jedi templates on my server include either Master Defender (they go AI long enough to escape you if you manage to knock down their health), Powers 0400 (they cloak when losing), Master Lightsaber (they have ridiculous damage output given the right saber), or Enhancer 4000 (force run). Don't forget Jedi healing, which while nerfed compared to before, is still potent. In short, Jedi have a massive repertoire of abilities that will allow them to either win or at least avoid losing.
This is not to say that it is impossible to defeat a fully templated Jedi as a non-Jedi. It certainly is possible, and it does happen every now and then. But a certain set of circumstances have to fall into place, and you will not easily nor consistently defeat fully templated Jedi with your non-Jedi template.
Edit: Wait a minute, you're a Jedi yourself, so you should know all this.
Message Edited by Trebonious on 08-03-2005 12:52 AM
Roots aren't everything. The grass always seems greener on the other side, till you get there.
Pistols are overwhelmingly underpowered. Yes, they have a root, but they can't do much damage at all. They are crowd control.
As it stands, Carbineers have it pretty damn good. I guess I dont feel we need a revamp. Oh there are some things that I think could be tweaked, but nothing gamebreaking at the moment.
Holbrook wrote:
with both cyber armos you can fire carbines at base rifleman range of 65m
But then your using 2 arms. That have low armor if they get hit and cant put attachments there...Get a stryker and shoot at 60m with all the carbine mods from carbineer. The sac may be high as its looted but good enough for you to land a snare and close the range. Charge shot moves you at that speed going up hill rooted snared or what have you....its handy even when you cant have the kd the damage is quite nice for a kd shot.