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