Carbineer Archive

Thread: carbineer tactics

RoyceCattemara
Mon Oct 13, 2003 9:34 pm
#14

There ya' go, detchi.


I used to use warningshot a lot, but now I just use cripple and other heavy hitters to kill them before they can get within range. If only the time between Cripples was faster. I need to get speed weapons, HAM weapons, and dmg weapons. That way, I can make the decision when I need to. I got some nice Tatooine sunburn that boosts my action regen (quickness?) 1500, and my health non regen 1500, and so that really helps. I'm looking to get some made that turns it around so I'm taking no action to spam specials, and my health hits regen before the attacker can shoot again.


Food is definitely better than spice if you can get some good stuff. Especially now that downers incap you.

R3dj4ck
Tue Oct 14, 2003 6:07 pm
#15

I'm surprised no one has mentioned the PvE crowd pleasing actionshot2/actionshot1 bleed kiting. It's not perfect since it requires you to either have some med skills or enhancements due to HAM special costs. But it works rather well.


1) Position is everything for this tactic. Set yourself up in a spot where the mobs will charge at you in a near single file manner (line the targets up in a good cone), and out of range of the lair (greater than 65m).


2) Begin combat with your best available legshot.


3) When the mobs begin their charge, stop them in their tracks with actionshot2 and apply bleed to the primary target. If you set yourself up properly they should all be snared in your cone.


4) Fire off a second actionshot2 to apply bleeds to theother targets within the cone.


5)Quicklycycle throughthe mobs and apply actionshot1 to stack the bleeds if you have time. Else skip to step 6.


6) Concentrate on warningshot kiting the mobs. Until you're left with a manageable amount due to mobs either a)exiting combat due to warningshot kites; or b) bleeding to death.


7)Alternate warningshot and your best legshot as needed.


J-Borg
Sun Sep 19, 2004 9:15 am
#16

well im pretty new to carbines and im loving it!

but im curious and all your different tactics to take down those uber 1337 rifleman / tka / fencers

im constantly reading how carbineers take em out, and just wondering the best way

anyway, thanx in advance




Ryyko - Medic - Infinity
Sixa - Mando and JP Crafter - Infinity
Vendors - /waypoint 2686547 - Lok

AdmiralSpy
Sun Sep 19, 2004 9:38 am
#17



It depends on a few things, namely:


What type of role do you prefer to play? Damage, Direct Support, or Indirect Support?


Damage means you'll be spending all your time on the front lines with a Carbine in hand.. spamming nothing but KDs and CrippleShot. Okay, so we Carbineers aren't fantastic for raw damage, but we do have our moments. You'll use ScatterShot2 as well.


Direct Support means you follow a person (a teammate) and set your common target up for a posture down and keep them dizzy/on the floor. This means firing FullAutoSingle2 and other state-inducing specials, as well as using ChargeShot/SuppresionFire/ActionShot to keep them flopping down. Your goal is to keep this target dizzy, blinded and stunned AT ALL TIMES. That's it.


Indirect Support means you're using a variety of specials (namely FullAutoArea) to inflict states to a large mass of people, but will dish out even less damage as a whole.


Whatever your playstyle (I prefer direct support, especially when teamed with a pure melee build), the tactics for Carbineer (for PvP only.. PvE is different) are:


- Get some states on your target: I prefer to use WildShot to get a Stun at first, as other states will inflict rather easily if your target is stunned. FullAutoSingle2/FullAutoArea2 are your best friends. Use them excessively until your target is dizzy, blinded and stunned (or whatever you can manage in a reasonable amount of time.)


- Get 'em down: Some people use Posture Downs.. others use Direct Knockdowns.. the trick is to KNOW YOUR OPPONENT and use either accordingly. It never hurts to fire off an ActionShot2 (posture down) before trying to use ChargeShot2 on them, though. Most templates are week on Defense vs. Pos. Down, and you're usually guaranteed to force them to kneel after a few shots if your accuracy is right.


Some good opponents know what to do when they are kneeling and dizzy.. but most will stand and fall down. Anyway, whatever you use.. bring them down.


- Damage. CrippleShot, FullAutoSingle2, ScatterShot2, BurstShot2.. whatever you prefer (check to see which gives you better DPS depending on the Carbine you're using.. that's very important.)


Lastly, THINK:


It is pointless to Dizzy/KD a Doctor, other than to waste a few seconds of their time, and yours. Keep them blinded and Stunned.. intimidated if your build allows it to. Most Doctor-fighters have a /healstate dizzy;/stand macro.. and it's their #1 priority. They use it often, so don't bother.


If you can't do damage, it is pointless to try. Really, it is. Your teammates will be happier if you stand at a distance and inflict states.. instead of damage. You're an easy target as a Master Carbineer, and any melee template (if you don't defense stack) will eat you alive. Stay back, and learn when to run.


Group up. A solo Carbineer is a dead Carbineer. Use your groups' strengths to your advantage. Again, Carbineers are there for states, not damage.


Templates change, and so do situations. Many Combat Medics suffer from lack of defenses, so getting them down and out is your priority. A rifleman kiter is your priority - get him/her down! A Jedi running away is your priority - get him/her down!!


HAVE FUN. If you're not having fun.. drop Carbineer. It's not worth it otherwise, heh.



[Added] The above assumes you're a pure Master Carbineer without BH enhancements or defense stacking. PvP carbineers are generally BH/Carbineers or Defense-Stacking Carbineers. One focuses on dishing out states and knockdowns FAST, the other focuses on STAYING ALIVE. Pick which route you prefer.


A bit more about BH/Carbineers and Fencer/Carbineers:


PvP is a game of dedication. This means spending the time to gather the proper equipment, food and weapons, as well as SEAs if need be. Above all, however, it means that in order to be a *great* PvP Carbineer, you need to dedicate most - if not all - of your template to it. It's just a matter of competing with the others who do the same.


There are 2 main routes you can follow. Offense or Defense. Again, this varies greatly on your play style (and your group), but it's vital to pick one or the other.


Offense: Primarily BH/Carbineers, theseplayers like to get dirty. Boasting high-damage carbines and a deadly slew of specials to use them with, this is a popular choice for those who want to speedcap and get accuracy bonuses without the direct use of attachments.


Additionally, the Bounty Hunter specials (Underhand Shot, FireKnockDown, ConfusionShot and SprayShot (at Master BH)) allow for excellent control of a target. People will fear you if you keep your distance.


Tactics involve the use of ConfusionShot/SprayShot to land nasty states (mainly dizzy) and FireKD to keep the target down (the use of other Carbineer specials is also wise, but often not needed.) Once down, CrippleShot is the BH/Carbineers main damaging special for single targets.


BH/Carbineers are generally divided into those who dabble only partly in the BH Carbine line and those who do Master Bounty Hunter and Master Carbineer. Each has its advantages and disadvantages - there's several threads relating to this topic.


Defense: Primarily Fencer/Carbineers with the addition of some TK or Pistol skills. These Carbineers load up on defenses and prefer to sacrifice speed and damage in favour of a "well rounded" approach to PvP. These Carbineers are extremely hard to kill, and fall within two categories:


Raw defense stackers, who equip Carbines 90% of the time and simply dabble in Fencer/TK/Pistoleer for the added primary and secondary (state) defenses. The most popular template involves Master Carbineer, 4440 Fencer and the choice between 4003 TK or 0043 Pistoleer. Novice Medic or Novice Scout are also certified for additional versatility. Some have been known to pick up other lines of defense (like a branch in Pikeman or additional Dodge from Pistoleer.)


Ranged/Melee combos , who swap between "Carbineer Mode" and "Fencer Mode" depending on the situation (the mastering of one ranged and one melee profession is becoming more popular.. for the obvious reasons of mitigation levels and situational versatility. Fencer is simply a natural choice for its high defenses and Stun-damage capability in PvP.)


Either case yields a fantastic PvP combination, though general damage output and the inducing of states is reduced (without the use of SEAs - a defense stacker CAN ALMOST equate a BH/Carbineer through the use of speed and accuracy tapes.)


Tactics involve the use of the basic Carbineer specials outlined above, as well as Intimidating opponents. Intimidate is by far the best state you can inflict in PvP - period. These players can also swap in "Fencer mode" and use a Stun Baton for higher damage (as well as CoB - refer to the Fencer forums for details on such tactics) or can even use DoT weapons like Janta Knives, looted knives, and DoT pistols (if the template allows it.)


Defensive Carbineer players are generally those who are able to speedcap their carbines through the use of krayt tissues/form fitting stocks/attachments, or those who simply enjoy melee combat and defenses.

Message Edited by AdmiralSpy on 09-20-2004 01:20 AM



Addy | 'Addy
ex-Photographer
Forever Carbineer
AdmiralSpy
Sun Sep 19, 2004 9:50 am
#18

Oh, I'll just add some common stuff too.


Riflemen: Get them blinded. Their accuracy isn't all that great.. and they are useless when blinded. If they don't have Doctor in their template (most do, though), then dizzy/KDing them is great. They have little defense to posture down, but also have high ranged defense.. which means you'll need to stack up on Accuracy modifiers (through high accuracy carbines, accuracy food and accuracy SEAs.)


Defense Stackers: Run.. and kite. Get states on them if you can (though odds are they will resist easily.) Get them stunned and if you can, get them intimidated. Stun (WildShot and FullAuto series) and Intimidate (not a Master Carbineer ability.. requires Nov. Brawler) area defense stacker's worst nightmare.


Know Mitigation: If they don't have Ranged Mitigation, kite them at 50m (as far as you can, really) and go for Max Damage with a Laser Carbine. Otherwise, the use of an Elite, E11or DXR6 might be betters suited. There's a thread dedicated to it.


Combat Medics: KD them before anything. Get a dizzy in first if you can manage it.. but if you can't.. don't worry. Even with resistance buffs, they are still lethal.



Addy | 'Addy
ex-Photographer
Forever Carbineer
galvatronicus
Sun Sep 19, 2004 10:06 am
#19

Nice post Addy. There is a lot of good info here that takes awhile to learn on your own through PvP encounters. I would reinforce the point that as a carbineer always keep your distance from melee opponents. Unless you have stacked some serious defenses with carbineer, they will do a lot of damage to you up close. If you can keep them outside of 20m however, you have a clear advantage.



_______________________________________________
Chagatai Yesukai - Master Bounty Hunter - Master Carbineer - Sprayshot Advocate
Imperial Sergeant specializing in deadly applications of the DXR6.
_______________________________________________
Being a Bounty Hunter Fighting Jedi
J-Borg
Sun Sep 19, 2004 10:10 am
#20

thx alot for all the help




Ryyko - Medic - Infinity
Sixa - Mando and JP Crafter - Infinity
Vendors - /waypoint 2686547 - Lok

forgoten
Sun Sep 19, 2004 10:30 am
#21

Don't forget the burstrun command. Also use the /aim command on defense stackers or if you want a higher chance to kd an opponent. I agree with the above poster on getting your target stunned as soon as possible. Do not forget to use your wonderful legshot2/3 specials (legshot3 has same damage as legshot2, but a higher accuracy mod in my opinion and personal experience as a master carbineer for over 7months.) A wilshot followed by legshot3, pretty much gurantees a stunned target for me. Also most of our specials are random, but USE and take ADVANTAGE of those that don't, or note the ones that consistently hit pools. Burstshots1/2 (mainly health hitter.) Scattershot1/2 (these are mind hits mostly random though) Legshot2/3 (action hitting specials) actionshot1/2 (action damageing also action bleed) Crippleshot (hits health and action mainly) It seems most carbineers ignore the legshot specials. DO NOT IGNORE THEM. THEY TARGET THE ACTION POOL AND STUN YOUR TARGET. USE THEM OFTEN. A wildshot, legshot3, followed by a full auto single 2, can wreak havok on your target, followed by a actionshot1/2 and a chargeshot. cripple/scattershot.



[Eatheito Emaquech](rebel)------------Bounty Hunter--------------------------*BRIA*
[Tettyie](imperial)------------------------CreatureHandler-Swordswoman---*CHILASTRA*
[Sleighyer](neutral)----------------------Combatmedic-Pistoleer---------------*AHAZI*
J-Borg
Sun Sep 19, 2004 10:34 am
#22

well ive been trying out on tc and i quite like the support styles of play, altho ill alo be getting bounty pistols and a few pistoleer skillsjust incase i feel the need to go solo




Ryyko - Medic - Infinity
Sixa - Mando and JP Crafter - Infinity
Vendors - /waypoint 2686547 - Lok

TAfirehawk
Sun Sep 19, 2004 2:57 pm
#23

I see some great info for the FAQ here





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Halendor
Sun Sep 19, 2004 3:02 pm
#24

Great information Addy! Another FAQ reserve +1 slot bites the dust



Raek Kre'mos (Eclipse)
SWG: Massive Singleplayer Mostly Offline or Loading Power Playing Grind
TAfirehawk
Sun Sep 19, 2004 3:22 pm
#25

Too bad we don't have a way to edit the FAQ......hopefully soon somebody will be composing a new one.....





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

AdmiralSpy
Sun Sep 19, 2004 4:13 pm
#26






forgoten wrote:

It seems most carbineers ignore the legshot specials. DO NOT IGNORE THEM. THEY TARGET THE ACTION POOL AND STUN YOUR TARGET. USE THEM OFTEN. A wildshot, legshot3, followed by a full auto single 2, can wreak havok on your target, followed by a actionshot1/2 and a chargeshot. cripple/scattershot.



Ah yeah, good point. I forgot to mention that I use LegShot3 exclusively for getting a Stun on a target. WildShot1/2 are good, but I get better luck with the Legshot series, oddly enough.




Addy | 'Addy
ex-Photographer
Forever Carbineer
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