Carbineer Archive

Thread: charge shot 2

novamarine
Thu Aug 21, 2003 8:27 pm
#14


It doesn't matter that this skill is fixed. They just completely nerfed the Carbineer line by making posture changes and knockdowns only work every 30 seconds. Since that is, and now was, the entire point of the carbineer class, the crowd control aspect of carbineers is gone.


All that is left is a class that does less damage than pistols, takes more damage in melee and has to spend their entire HAM bar in order to do it.


Disgusting.

Asmos
Thu Aug 21, 2003 9:15 pm
#15

*Edit*


I would also like to know what is going to be done about the BH Confusion Shot.. The dizzy effect is a KD. Something is wrong here. Every mob that has done a Dizzy action to me has only made it to were I couldn't /burstrun off (maybe some stat changes too.. never look)




RedWolf
Rebel
sumanikaeda
Thu Aug 21, 2003 9:49 pm
#16

I don't have it yet, but glad to see that so far 2 of our moves have been fixed. Glad to have wild shot working, and now I can actually look forward to getting Charge shot 2. Whee! Now, if you could jump on Leg Shot 3, Burst Shot 2, and Crippling Shot, i'd be even happier
Indalamar
Thu Aug 21, 2003 10:42 pm
#17

I'm currently a Master Carbineer and while I whole heartedly think these changes need to go in I am very concerened about the effect it will have on us. Half of the attacks that come from the Carbineer line are either KD or Posture Changes. Hopefully while they are in the process of fixing our one attack they will also realize that the entire Full Auto line is not functioning as intended. If the dizzy component on the FA line is fixed then there won't be any problem with a 30 second timer on these moves. However if the 30 second timer goes in and they do not fix the Dizzy component on our FA line then we have a problem.

NiteBird
Fri Aug 22, 2003 4:46 am
#18

I'm novice carbineer, and my friend is novice pistoleer. I created a log to see if we were both using our specials, because after every fight, my HAMs are so much lower than his. We are both also CH, and he has moved his stats more from health to action, because he hardly gets hit. He has a greater sludge panther to tank for him. Even with the panther tanking, my health goes down from my specials.


I really wish I could see a balance here, but I don't. I can't get excited about that one special fixed, when so many others haven't been, plus some help on our HAM hits.




________________________________________
Forgive your enemies. It messes with their heads.
Annex
Fri Aug 22, 2003 8:05 am
#19

Heh, you fix charge shot just as you add a 30 second timer on posture changes. Joy to the world...



Retired Colonel Annex
Master Carbineer
OSF Armored Core
Iraea
Fri Aug 22, 2003 8:31 am
#20

If the "30 second timer on KD/posture change" only applies to using the same move... I think it won't hurt carbineers that much. We could use AS1, then suppression fire, then charge shot 1 and still keep something pinned down.

However... I think that really, we should be able to keep something pinned down with just suppression fire or just actionshot1. What's the point in having specials - and by extension skills - with no use?

I'm very afraid that my prediction is coming true, and that every PvE exp-gainingtactic except straight up 'tank back by healer teaming' is going to be nerfed into the ground.

This is going to be an especially bad prospect for carbineers and riflemen, since we can't specifically target the health pool in a team. I chose to use a carbine precisely for the crowd control aspect; pistols are much more powerful in terms of pure damage dealing.




Evelyn
Bloodfin
ShmoeTheHo
Fri Aug 22, 2003 11:54 am
#21

the wording makes it sound like any kd or posture change move will have a 30 second timer before any of them can be used again, but not sure, this needs to be clarified



--
Shmoe
Jarakin
Fri Aug 22, 2003 12:57 pm
#22

You only talk about the cone effect of Charge Shot 2 being fixed Holo, what about the Knockdown effect too? The KD effect was also broken in addition to the lack of cone effect...

Jara.
dustdoc
Fri Aug 22, 2003 1:33 pm
#23

"AE attacks were my big draw to this profession, and it kind of irks me to see a very powerful one present not only in a class that hardly touches AEs, but on a skill that has a description nothing like either AE or knockdown. "


Ouch...you picked the wrong profession my friend. Carbineers are the weakest of the big 3 in terms of AE.


Pistoleer Master: Disarming Shot 2 AE + Knockdown


Rifleman Master: Strafe Shot 2 VERY high damage AE (we're talking 3k+), AE + Stun, regular AE


detnap
Fri Aug 22, 2003 2:18 pm
#24

according to halo in the dev forum, the knockdown effect will be tied to the target, so if you knock down the target, no one will be able to knock him down again for 30 seconds (but you can use knockdown on other targets)
Kaffis
Fri Aug 22, 2003 8:09 pm
#25






dustdoc wrote:

"AE attacks were my big draw to this profession, and it kind of irks me to see a very powerful one present not only in a class that hardly touches AEs, but on a skill that has a description nothing like either AE or knockdown. "


Ouch...you picked the wrong profession my friend. Carbineers are the weakest of the big 3 in terms of AE.


Pistoleer Master: Disarming Shot 2 AE + Knockdown


Rifleman Master: Strafe Shot 2 VERY high damage AE (we're talking 3k+), AE + Stun, regular AE






Don't I know it, lol. But gee, I look at the skill descriptions, and see Fullautoarea1 & 2, an AE description for Chargeshot2, hear over the grapevine that Actionshot2 is AE and people *thought* Legshot3 was supposed to be AE -- you can see how I made that mistake, heh.
OMFGMANSLAYER
Fri Aug 22, 2003 10:53 pm
#26

Pistoleers will lose that knockdown they get with Disarm 2, because, it isnt supposed to do that... oh well they have enough moves anyways, they wont cry to much



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Hitokirii Battousai s Blademaster s -eh?-
You don't know the power of the Dark side




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