Carbineer Archive
Thread: Carbicide
Lihpson wrote:
TAfirehawk wrote:
Lihpson wrote:
I think the point is that if you dont want to waste up to an hour getting doc buffs you still should be able to play without commiting carbicide.
Waste an hour getting buffs, goodness man, what horrible server are you playing on? Doc buffs are about as easy to catch as the common cold.....
We give the Docs something to do, Carbineer is just one link in the Eco-System we call SWG
I just meant it could possiblity of it taking up to an hour. If I log out deep in the back country of Dath, head to starport, wait a while (10-20 min), get to coronet, find doc and buffed (10-20 min), wait for shuttle back to dath. Probably never has taken a full hour or even close, but a huge hassle nevertheless.
Message Edited by busterheine on 04-30-2004 11:51 AM
" I'll bet i can kill me before you can! "
I can't decide which is worse. Rifleman, carbineer, or TK. TK and carbineer go hand in hand with ham usage. Unbuffed i still last three or four shots/hits with either one then I am incapped. At least with TK I can unequip the vibro knucklers.
I got to missing carbineer as a rifleman and had a few special rifles made. Something to the order of 100+ on the mind ham. Sure enough. I caused as much damage to my mind pool with rifleman as I did in all three stats with TK or carbineer. Nothing like seeing blue 388's float above your head.
It is funny how I am having the same problem withthree different professions. I have the full gammut of doc buffs. But with 500 focus and willpower (max twilek) im still going to run out of mind. yes there are entertainer buffs. But you have to hit 1500 after armor in order to negate ham cost. Not possible for some races with entertainer buffs alone. There is vaserian brandy and other foods which help butthe stomach is only so big. And spices have your downers.
Makes me wonder if the devs actually thought this profession out at times. A majority of the weapons are just pistols with a higher min damage . The higher end carbines are low end rifles with higher speed. But this profession gets the lowest speed mod of the three and by far the lowest defense mods of the three. The only thing worth having as far as defense is counter attack. And what is the point of having these nice specials if you can't use them? Buffs are nice but so is armor. What happens when those buffs drop? Carbicide. Pure and simple.
La-grange wrote:
I can't decide which is worse. Rifleman, carbineer, or TK. TK and carbineer go hand in hand with ham usage. Unbuffed i still last three or four shots/hits with either one then I am incapped. At least with TK I can unequip the vibro knucklers.
I got to missing carbineer as a rifleman and had a few special rifles made. Something to the order of 100+ on the mind ham. Sure enough. I caused as much damage to my mind pool with rifleman as I did in all three stats with TK or carbineer. Nothing like seeing blue 388's float above your head.
It is funny how I am having the same problem withthree different professions. I have the full gammut of doc buffs. But with 500 focus and willpower (max twilek) im still going to run out of mind. yes there are entertainer buffs. But you have to hit 1500 after armor in order to negate ham cost. Not possible for some races with entertainer buffs alone. There is vaserian brandy and other foods which help butthe stomach is only so big. And spices have your downers.
Makes me wonder if the devs actually thought this profession out at times. A majority of the weapons are just pistols with a higher min damage . The higher end carbines are low end rifles with higher speed. But this profession gets the lowest speed mod of the three and by far the lowest defense mods of the three. The only thing worth having as far as defense is counter attack. And what is the point of having these nice specials if you can't use them? Buffs are nice but so is armor. What happens when those buffs drop? Carbicide. Pure and simple.
You bring up one of the main focus points of the Combat Revamp.....no more spamming specials (i.e. HAM changes)......as I have said before, its coming so be warned/prepared.....
Oh and you won't have to worry about 388's flying above your head EVERY SECOND for much longer ![]()
You bring up one of the main focus points of the Combat Revamp.....no more spamming specials (i.e. HAM changes)......as I have said before, its coming so be warned/prepared.....
Oh and you won't have to worry about 388's flying above your head EVERY SECOND for much longer
Buddy. I have to have a rifle in the 4.0 to 3.5 sec range in order to hit the speed cap. The rifle in question was a T-21 with a speed of 7.5. Thats roughly a shot every 3-3.5sec.
Don't believe the hype. I have been master pistoleer/carbineer/rifleman. Speed still matters at master.
La-grange wrote:
You bring up one of the main focus points of the Combat Revamp.....no more spamming specials (i.e. HAM changes)......as I have said before, its coming so be warned/prepared.....
Oh and you won't have to worry about 388's flying above your head EVERY SECOND for much longer
Buddy. I have to have a rifle in the 4.0 to 3.5 sec range in order to hit the speed cap. The rifle in question was a T-21 with a speed of 7.5. Thats roughly a shot every 3-3.5sec.
Don't believe the hype. I have been master pistoleer/carbineer/rifleman. Speed still matters at master.
Well lets simply look at the FACTS.....
You know what a Carbineer needs his carbine weapon speed to be at to hit the Speed Cap? 1.0 yes that is 1.0 weapon speed to fire at the cap......
No hype here man.....
Master Carbineer - +60 Carbine Speed, caps on 1.0 weapon
Master Rifleman - +90 Rifle Speed, caps on 4.0 weapon
Simply add +5 Rifle Speed from Master Marksman or SEA and you cap at 8.0 weapon speed.....I add +25 SEA AND +5 Master Marksman Carbine Speeds and I cap at 4.0 weapon speed.
HMMMMMMMMMM
I am not here to insult you in any way, just looking at the facts so some other people don't get the wrong impression of the facts of the situation.
I am aware of that. I was only master carbineer for six months. I have a couple of carbines that come close to fitting the bill. But they are krayted E-11's and DH-17 shorts. Believe me I wish I had a laser carbine, or elite, or DXR6 I could hit the cap with. But the closest I can get with any of them is my krayt laser with 2.4 speed. Throw a powerup on their and its 2.0.
I can't even begin to approach the speed cap with a t-21 unless i just happen to have 11 krayt tissues (same serial #)floating around in my inventory. And the last time I checked. I don't have that.
Im not here to disagree. Yes the +5 to rifle speed to hit the cap at 8.0AS is warped to say the least. I have stated in another post in this forum that carbine speed mods need to be bumped up to +80.
Message Edited by La-grange on 04-30-2004 09:28 PM
Message Edited by La-grange on 04-30-2004 09:46 PM
La-grange wrote:
I am aware of that. I was only master carbineer for six months. I have a couple of carbines that come close to fitting the bill. But they are krayted E-11's and DH-17 shorts. Believe me I wish I had a laser carbine, or elite, or DXR6 I could hit the cap with. But the closest I can get with any of them is my krayt laser with 2.4 speed. Throw a powerup on their and its 2.0.
I can't even begin to approach the speed cap with a t-21 unless i just happen to have 11 krayt tissues (same serial #)floating around in my inventory. And the last time I checked. I don't have that.
Im not here to disagree. Yes the +5 to rifle speed to hit the cap at 8.0AS is warped to say the least. I have stated in another post in this forum that carbine speed mods need to be bumped up to +80.
Message Edited by La-grange on 04-30-2004 09:28 PM
Message Edited by La-grange on 04-30-2004 09:46 PM
A Krayt T-21 is quite rare indeed. I feel very fortunate to be able to have 12 Krayt Carbines
And I am setting on +79 Carbine Speed ![]()
BTW, if you were on my server.....I have +4 or +6 worth of SEA's for Rifle Speed ![]()