Carbineer Archive
Thread: Is everything working?
Minor graphics bug: Burstshot 2, and CS2 do cone damage, but only fire at one person.
I've observed that the MOBs take damage from you with cones as long as they are IN COMBAT. The combat doesn't have to be with you, they just have to have the little x by their name. Then I start seeing the numbers fly.
I've been able to stick all three states on faa2 in both pve and pvp. The only bug i'm noticing with it is dizzy isn't lasting the 20 seconds originaly described. it only lasts 10. Maybe its not a bug and is only supposed to stick for 10? I could have misread that.
I've never actually seen actionshot2 posture down. 100% of the time i get the message that says 'you failed to posture down your target'. I've just assumed this special wasn't intended to posture down.
This isn't a bug, but does cause confusion sometime - cs2 someties will kd 3 out 5 in the group, but not the one i'm aiming at, so it still flashes the 'you failed' message.
TheFUna wrote:
I'm able to get, and keep Stun, Dizzy and Blind effects on a target by mixing FS2 into every other or overy 3rd special. State effects are applying very well IMO.
However, Dizzy doesn't appear to do anything. It doesn't cause MOBs to fall on a change posture attack or stick them to the ground for a short time after a knockdown (the stand-up-fall-down-stand-up-fall-down-stand-up-fall-down phenomenon) like a BH dizzy does. I haven't yet, in 2 days of trying, been able to get this to work.
All the specials that have been fixed are working as intended now...so I'm happy with it all around. Pass on a thanks to the Devs for me.
As far as I know (through reading as well as personal experiance) MOBs will not fall down due to being dizzy. Dizzy only works on humanoids in this capacity. Also, it has been my experiance that withposture downattacks, it is not the posture change down that makes them fall if dizzy, rather it is the atempt to stand back up that makes them fall. In PvP, having good combat equilibrium allows one to get up rather easily, as well as the aforementioned lack of spamming stand. I often times get right up from a dizzy/KD attack.
Noticed that I only get the Chargeshot animation when I'm in melee range, 16m.
Tested on a bunch of ravenous tortons. the states effect of FAS2, and FAA1 were pretty random. Sometimes, no state would stick, and yet at times seemily all 3 would stick.
As others have pointed out. With stun, and dizzy state, I tested posture down and chargeshot1. Could only cause a KD about 20% of the time. But the creature would get right back up shortly.
Also tested it on the flock of rebel commandos at the broken Imp hyperdrive research facility. Seems the KD would stick a bit longer, but usually by then, the NPC has died, so couldn't tell if they were getting up.
What I found interesting for me, as a Master Commando, learning Carbineer, the combination attack of AOE state blind, stun, dizzy, and then KD makes a very nice setup for me to get into the 16m melee range to follow up with a devastating Flame Cone2. Makes short work of any NPC targets this way.
BurstShot2 has a cone about the size of FAA2. Both are small. I didn't try ChargeShot2 today, but the Rancors sure hated me with FAA2 and BS2 ![]()
And the States with FAA2 and FAS2 are hitting better than pre-patch IMO. Although I had one or two Rancors that I hit about 20 times and only got 2 states stuck.....they died before I could shoot more.
Man everything is working GREAT
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