Carbineer Archive

Thread: Is Master Carbineer without BH Carbines worthwhile?

JanuHull
Wed Oct 13, 2004 1:02 pm
#14






AdmiralSpy wrote:



It all depends on SEAs though. Going up the BH carbine line is faster, cheaper, and probably funner.






Yup, yup, and most definitely yup. Nice to have saved myself several million credits on SEAs that will eventually be lost to decay.




Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Bennyboy4308
Thu Oct 14, 2004 4:45 am
#15


I was a BH/Carbineer for the longest time but just a couple days ago I decided to try Carbineer/melee. I have the hugest assortment of super slow high powered carbines from BH so making sure I could cap anything was a must. I picked up MELEE FS Speed and have +25 in tapes (17 of it indestrucable), and I think its really working out for me. Only thing I miss is the reliable dizzy.


You dont need krayt stuff if you pick up FS Melee speed line, but then again if you don't use an unlock that could take awhile. Another possibility is getting Master Marksman. If you have +25 in tapes plus 5 from Marksman you'll have 90 which gets pretty close to capping anything.

Message Edited by Bennyboy4308 on 10-14-2004 06:47 AM



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
AdmiralSpy
Thu Oct 14, 2004 7:52 am
#16






Bennyboy4308 wrote:



You dont need krayt stuff if you pick up FS Melee speed line, but then again if you don't use an unlock that could take awhile.




Yeah So far I've gone up two boxes in the melee line, which gives a total of +31 with 25 in attachments. It's great!


I'm curious to know what melee you're mixing and matching with, Ben'jai.





Addy | 'Addy
ex-Photographer
Forever Carbineer
Jakron
Sun Oct 17, 2004 2:46 pm
#17

the problem with plain carbineer is there is no way to cap a 4 spd carbine with +25 attachments and master carbineer.


you would need fcs spd ontop of all those millions of credits in attachments to cap.



-= Jakron Hardau ={}ASCENDANCEGUILD.COM{}
OnlyMaestro
Sun Oct 17, 2004 3:40 pm
#18

After the revamp since Firehawk is pushing for Carbineer to be good without BH (which it is, sort of -- and should be) we could see some major changes.



Quite possibly a Master special, master weapon, new speed/accuracy ratings...we just don't know



My TKA character is worried tho...methinks major changes to melee coming.



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

Bennyboy4308
Sun Oct 17, 2004 4:32 pm
#19






AdmiralSpy wrote:

I'm curious to know what melee you're mixing and matching with, Ben'jai.








Right now i'm Mcarbineer/TKM/Fencer 3400/Medic/Melee Speed IV. I'm kind of anti-knight support. I can't really solo them but I can tank them fairly well while laying down dizzies and stuff. Guy tries to run away and I whip out a carbine to PD/KD them from 64m. It'd probably be better to go Master Fencer/TKA 4304/No Medic for non-jedi PvP but the lack of a good KD for fencers is a downer against knights (since they can fight while kneeling).



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
TAfirehawk
Sun Oct 17, 2004 5:00 pm
#20






OnlyMaestro wrote:

After the revamp since Firehawk is pushing for Carbineer to be good without BH (which it is, sort of -- and should be) we could see some major changes.



Quite possibly a Master special, master weapon, new speed/accuracy ratings...we just don't know



My TKA character is worried tho...methinks major changes to melee coming.







Some of us know and are very happy where we currently stand





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

OnlyMaestro
Sun Oct 17, 2004 5:27 pm
#21






TAfirehawk wrote:


Some of us know and are very happy where we currently stand








The Correspondents? really? (you being happy gives me hope, I know you and Nova fought hard for Carbineers) I already have hope from what the Developers have said in developer chats, but still -- you know me and my...spirted stubborness.



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

AdmiralSpy
Sun Oct 17, 2004 7:02 pm
#22







Bennyboy4308 wrote:





AdmiralSpy wrote:

I'm curious to know what melee you're mixing and matching with, Ben'jai.







Right now i'm Mcarbineer/TKM/Fencer 3400/Medic/Melee Speed IV. I'm kind of anti-knight support. I can't really solo them but I can tank them fairly well while laying down dizzies and stuff. Guy tries to run away and I whip out a carbine to PD/KD them from 64m. It'd probably be better to go Master Fencer/TKA 4304/No Medic for non-jedi PvP but the lack of a good KD for fencers is a downer against knights (since they can fight while kneeling).




Sounds good. I had the M. Fencer/part-TK you described for non-jedi PvP for a while, and it was great. But yeah, as soon as Jedi came into the picture, I decided to give it up and go for more state defenses with Pistoleer.


The lack of a Fencer KD doesn't bother me too much, though. For non-Jedi PvP, it could be very useful, but I always have Carbines to fall back on. As for Jedi, I find it rather useless to KD them, aside from delaying them a bit. They can heal themselves while KD'd (most choose it in their templates anyway), so inflicting as many states as possible, tanking them, and surviving is generally more crucial I find.


As for the posts concering the Combat Upgrade.. does this mean we're getting an FAS3?!




Addy | 'Addy
ex-Photographer
Forever Carbineer
Bennyboy4308
Sun Oct 17, 2004 7:27 pm
#23






AdmiralSpy wrote:




As for Jedi, I find it rather useless to KD them, aside from delaying them a bit. They can heal themselves while KD'd (most choose it in their templates anyway), so inflicting as many states as possible, tanking them, and surviving is generally more crucial I find.





Ohhh, see thats the trick to beating a knight 1v1. Once I get one KD'd I spam the hell out of dizzyhit1. Doesn't do as much damage as UH3, but I usually can reapply the dizzy after they heal it before they can stand again.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
AdmiralSpy
Sun Oct 17, 2004 7:30 pm
#24






Bennyboy4308 wrote:



I usually can reapply the dizzy after they heal it before they can stand again.






Yeah, I'll usually spam Fencer's DizzyHit2 myself - the tactic can extend itself to all opponents, though.


I suppose it's the equivalent to spamming ConfusionShot or SprayShot as a Carbineer, heh.





Addy | 'Addy
ex-Photographer
Forever Carbineer
TAfirehawk
Sun Oct 17, 2004 7:38 pm
#25






AdmiralSpy wrote:




As for the posts concering the Combat Upgrade.. does this mean we're getting an FAS3?!






All profs are getting Specials changed/modified/removed/added.....and Carbineer is no different even though we "think" we have them all working.....


But I will say I get REAL excited about some of the TALK of our new/changed Specials....nothing is wrote in stone, hence the Sandbox....





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Bennyboy4308
Sun Oct 17, 2004 7:47 pm
#26






AdmiralSpy wrote:





Bennyboy4308 wrote:



I usually can reapply the dizzy after they heal it before they can stand again.







Yeah, I'll usually spam Fencer's DizzyHit2 myself - the tactic can extend itself to all opponents, though.


I suppose it's the equivalent to spamming ConfusionShot or SprayShot as a Carbineer, heh.








Yea, cept Fencers have trouble getting the jedi KD'd in the first place unless they have master brawler. Non-jedi usually have combat equilibirum so they stand up anyways, or can't heal the dizzy so might as well spam a hard hitting attack. And yes, sprayshot would be hella uber for that IF jedi couldn't block ranged...



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
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