Carbineer Archive

Thread: Carbineer Special Info (Updated for Publish 7)

DirthNader
Mon Mar 15, 2004 12:48 pm
#14

Very cool. It will be nice to have a useful AoE attack in burst shot 2.




The artist formerly known as Ittov
OnlyMaestro
Mon Mar 15, 2004 4:50 pm
#15

/cheer Nova


You're the best!



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Shadowace156
Mon Mar 15, 2004 5:13 pm
#16

whats the dammage mod on action shot 1 and 2?



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irSilentDeath
Mon Mar 15, 2004 7:13 pm
#17

something tells me you have left out chargeshot2 all this time........i mean you got all the info on all the other specials yet no modifier for chargeshot2? something smells.....lol jkbut serious whats the damage mod on chargeshot2?



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Slick79
Mon Mar 15, 2004 7:23 pm
#18

are the timers still the same on the charge shots? ten seconds i believe



Oxewi Afi
day two Carbineer/Doctor
dracotrooper
Mon Mar 15, 2004 8:13 pm
#19

"Suppressionfire2 - single target - Random pool damage with a chance to posture down. Redundant: Suppressionfire1 (random pool/posture down) and actionshot1 (posture down)."


This is only redunant if you have the ranged support branch from marksman, if not it isn't then.
StewieGriffin
Mon Mar 15, 2004 8:23 pm
#20

Wow, Awesome! Thanks Nova!



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TAfirehawk
Mon Mar 15, 2004 10:20 pm
#21






Slick79 wrote:
are the timers still the same on the charge shots? ten seconds i believe







KD timer is for 5 seconds. The targets immune to KD timer is 30 seconds. This is for all professions, not just Carbineer.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Garaaz
Tue Mar 16, 2004 3:18 am
#22

Not sure if I am just seeing things, but do the action shots hit random pools, but apply action bleed? That is how it seems to me.


Sorry if this is petty.





May the FORCE....
DIE with you!
KetherSWG
Tue Mar 16, 2004 4:26 am
#23

Bleeds have been fixed for Publish 7 to hit their targeted pool and then apply the bleed.


Most of the complaints about this list will be moot after the publish goes live, so let's all just keep that in mind before spouting off about inaccuracies.


Great job as always, novamarine. Thanks for the updated post!



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Dafim
Tue Mar 16, 2004 5:08 am
#24

what is the chance of applying a dizzy effect then?
dizzy plus a kd or posture change seems to be the go for pvp



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TAfirehawk
Tue Mar 16, 2004 6:58 am
#25






Dafim wrote:
what is the chance of applying a dizzy effect then?
dizzy plus a kd or posture change seems to be the go for pvp






I did some "feel" testing with A LOT of shots of FAA2 on Lok. The general feeling I got was the ability to land Dizzy about 1 in 12 or 1 in 15. Who knows if that will change in Publish 7 or not, will have to wait and see.


Don't even BEGIN to think this is effective in PvP, the Nerf Herders are coming, but as usual they won't even bother to learn how this works.



On a similar note, our KD does not stick nearly as often as Pistoleers and Smugglers get to KD a target. I don't play with any TKA but I am sure they KD more than a Carbineer too.



While our specials are fixed, don't be lead to believe we are better or even equal to some of the other professions in PvP.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Quandry
Tue Mar 16, 2004 6:59 am
#26

Hey nova this is so great and helpfull i feal guilty to ask but id realy like to know what the damage mod is on action shot 2. Its a posture down shot and i plan on using it a lot to get my kd/dizzy to work sence posture down is much less defended against than kd. And its aoe hehe.



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