Carbineer Archive

Thread: Why is there no KD timer on charge shot 1??

novamarine
Mon Feb 02, 2004 10:01 am
#14






HighGround wrote:

I see the carbinier correspondant has made this issue known to the devs, thats what I was hoping for.






I brought this issue up to the Devs long ago. Please do not think your post had any influence. My post was simply to drive the amount of chargeshot trolling down.


What does concern me is that you as a commando can 1 shot kill a carbineer who in your opinion was using an exploit. I'll be sure to bring the Developers the issue of 1 shot commando kills. Thanks for bringing that to my attention.
TAfirehawk
Mon Feb 02, 2004 10:36 am
#15

First, you CAN NOT solo an AT-ST with ChargeShot1. It DOES NOT spam KD so the ranged attacks don't stop. Trust me, I have learned this the hard way more than once.



Second, there IS a KD timer in place on the one being attacked. I go hunting with another Master Carbineer and 100% of the time, once one of us gets in the KD, neither of us can KD until the timer is up. The timer has nothing to do with the attacker as it is on the one being attacked.



Third, the spam portion is posture change down, with a twist. ChargeShot1 spam is KD/down/down/down/... but the posture change down is less than a second. This is completely useless against a ranged weapon or somebody with high defenses.



Fourth, it can hold an opponent at a distance, but itself does little damage vs. HAM cost. Some balancing might need to be done, but calling it an EXPLOIT is so out of line compared to other fighting templates.



Fifth, go cry EXPLOIT/NERF on the powerful professions, not one that has only a couple decent shots and those come at 0-0-1-2.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

seiv
Mon Feb 02, 2004 11:09 am
#16




Charge shot 1 is an exploit




Any questions?


Avatar-/ Elvandar


Yea, why do you "parade" yourself as a Bounty Hunter asking for this on another thread you started in Carbineer when that's just your Jedi alt you use to check the BH terminals for your Jedi.

Stop spreading the "hate"


Seiv
glawton
Mon Feb 02, 2004 12:13 pm
#17

Isn't it the animation wrong with Charge Shot 1 and not the shot itself?



Achilleez/CrikeU
*Achilleez Industriez*
Oppression CIty, Dant. -2068 1358
TAfirehawk
Mon Feb 02, 2004 2:27 pm
#18






glawton wrote:

Isn't it the animation wrong with Charge Shot 1 and not the shot itself?







Correct. Our profession should have some sort of stopping shot to hold melee at a distance, I bet we see that officially come out with the combat changes. There is no reason melee or any other fighting profession should be all-powerful. At the same time, it will take balance so ChargeShot is not all-powerful.


Let the Devs "fix" combat and then we can all complain.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

HighGround
Mon Feb 02, 2004 3:14 pm
#19







novamarine wrote:


I brought this issue up to the Devs long ago. Please do not think your post had any influence. My post was simply to drive the amount of chargeshot trolling down.



What does concern me is that you as a commando can 1 shot kill a carbineer who in your opinion was using an exploit. I'll be sure to bring the Developers the issue of 1 shot commando kills. Thanks for bringing that to my attention.




Please don't assume I thought my post influenced you to address this issueto the devs. I simply acknowledgedthat the /chargeshot1 issue has been brought up to the devs attention by you the correspondant.


Also, no where in my post did I imply this was an exploit of any sort either. Please do not put words in my mouth. I merely asked a question to the carbinier community.
In my own personal opinion, /chargeshot1 should be a normal knockdown that falls under the same 15 second timer that every other knockdown falls under. Spamming it will cause damage but will not constantly make a person or mob fall down. Right nowyou will get the message "your attack failed to change your targets posturewhen infact it did. The target falls to the ground and stands back up. If the carbinier has invested skill points into bounty hunter for speed and accuracy, he canuse /chargeshot1 every secondresulting in his target falling down every second. In the case of melee vs carbinier, the melee fighter will never move 5 metersas long as the carbinier keeps spamming and landing/chargeshot1. It needs to be fixed.As far as /chargeshot2 is concerned, it should be a frontal area cone knockdown, but it doesn't work at all. This also needs fixed.
AriasImmortal
Mon Feb 02, 2004 3:23 pm
#20

It only needs to be fixed if you suck. I beat chargeshot spammers all the time, w/o spamming it back.



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

AriasImmortal
Mon Feb 02, 2004 3:24 pm
#21

and FYI its a 30 second timer... don't talk about things you don't know about.



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

AriasImmortal
Mon Feb 02, 2004 3:27 pm
#22

and some more **edit** FYI, you can shoot while on the ground from the chargeshot mini-KD. It's not half as effective as all the nerf whiners think.


IMO dizzy/KD is much cheaper, it keeps them on the ground, they can't shoot back, you can use other more powerful moves that do 50% more damage while they're on the ground... so there ya go.





ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

SkyyZeRo
Mon Feb 02, 2004 3:48 pm
#23






HighGround wrote:

In pvp your more than likely going to find a charge shot spammer. I fought a man in theed last night and all 20 shots he used were charge shot. Every time I was hit I fell down. I am a commando and luckily put a burn on him, but every other KD move has a 15 second timer. Charge shot CAN be spammed every second and successfully knocks its target downevery time it hits. Where is the 15 second timer?


This needs to be fixed.






Lol - I dunno where you have been - but it was stated by DEV's long time ago as "WORKING AS INTENDED"


reasons- Carbineers are CROWD CONTROL - most specials are to PIN DOWN AN OPPONENT - the 15 secs or 30 sec timer Made the carbineer professions Useless totally - reason why ChargeShot does not have a timer.


You're just lucky that this profession is so broken, that the "effects" of stun/dizzy/blind doesn't work at all.



AriasImmortal
Mon Feb 02, 2004 5:02 pm
#24

hey Skyy, WB!



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

SkyyZeRo
Mon Feb 02, 2004 6:47 pm
#25

I'm back but I dunno how long - been a couple months, and this professions is still broken as well as other things ingame


But I've noticed that the boards are still with trollers - who don't get that Carbineers is THEE neglected class there is. Complaining how Chargeshot should be set with a timer and such. Dunno if pikesman got fixed or not - but at least their HAM costs went down when I was here. Seems carbines still eat HAM. Still thing I don't get is - It's been like this since the patch with Timers - around 3 -4 months ago... oh wellz, can't blame the ignorant.
Cakins7005
Tue Feb 03, 2004 4:48 am
#26

I think charge shot is fine the way it is. It is just a crappier version of dizzy/knockdown. I saw a Carbineer try to kill a krayt dragon. He knocked it down 4 times and then it ate him for lunch. I also saw a buffed Carbineer try to take on a Nightsister Elder. He knocked her down about 5 times but then he missed. She then killed him with force powers.



Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
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