Carbineer Archive

Thread: Hate system isnt good for good carbiners

-Snipe
Fri Jun 03, 2005 11:02 am
#14

i completely agree with u i couldnt of put it better myself

My theroy on the whole new system is that its not broken at all people just are used to the old system and playing the new system as it is the old ... the thing is that everyone just has to learn how to play the new system and get used to it it was fairly easy for me the first day of the CU i did nothing but duel a friend learning the in's and out's of everything ..once u figure everything out it really is a great update


Quandry
Fri Jun 03, 2005 6:46 pm
#15

If the rest of the group has to hold back as to not out damage the tank...What is the point in being able to do any more damage than the tank?

Taunt does next to nothing. And wile they are taunting the hate they would get from attacking is not being done. A taunt should bring more hate than 10 attacks. Damage should be a minimal factor slightly above healing.



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Xiomburg
Fri Jun 03, 2005 7:07 pm
#16






fabkins wrote:

While fighting Krayts the other day, I stood on a hill like a good boy and let a Jedi and Swordsman tank getting the first hits.


This didnt seem to work.As soon as I started firing, the Krayt was on me. Got a good carbine and with some food can sustain LegShot/Adv. Critcal for quite some time and seem to outdamage a lot of people.


So unless this was a freak accident (although it happened 5 times, in 2 of which I got killed), it seems that being good and playing the role doesnt work. Running away firing isnt a great idea either as eventually they retreat and heal themselves in 10 secs which had taken 5 mins to take down.


Its all a bit depressing....


Was I doing something wrong?





If this is the case...you are doing something wrong. As a ranged profession, you are not a stand still and take it like a man kind of class. You need to run and snare the attack. Have the others attack the krayt as you circle around them. I have no issues when I solo Krayts and make about 2 mil a week off their loot...if your on Intrepid I'll show you a few tricks that will either amaze you or you might start calling me a jerk...I dont know which yet...but we will see.



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DaveG
Fri Jun 03, 2005 8:30 pm
#17


Here's an example of the faulty principals of the combat revamp.


What the heck is a "snare special" for people firing guns? A snare is a trap, it is not a firearm technique. Snaring a creature is something a scout or ranger should be doing with a trap. I'm not really quite sure what I'm supposed tobe imagining my toon doing when I use a snare special with carbine or pistol.


A snare is something that is physically applied to your prey, it's not a way of shooting at them. Yet that is how the game works now.

Message Edited by DaveG on 06-04-2005 04:31 AM



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The-Rogue
Sat Jun 04, 2005 2:38 am
#18

Jedi have a great skill called "Dominate Mind"...it works like taunt used to work. Find a Master Defender and hunt Krayts with them...it's a great time.





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fabkins
Sat Jun 04, 2005 2:38 am
#19

xioberg -


Actually i did miss out the part about snaring him, try to KD when snare runs out, repeat. I addone ofconfusion/bleed/blind as well for good measure in the mix - spam the two heavy attacks.


Still the outcome was that they appeared snared and attacking the tank when i hit the specials with the big multiples and then next thing the Krayt is parking his teeth on my helmet.


I suspect from todays play on pickets/bols, is that the network/server was really bad as today I could at least see that they were changing direction and comming to me at which point i would react defensive manoveours like running while trying to slow him down.


Maybe I ought to try again against Krayts.


I share one of the other posters concern tho, about the ability for the tank to stay alive. It was certainly evident that when not distracted the Krayt would chomp through the tank with not much less difficulty it seems that it chump through me.


I liked one of the posters comments about using the tank to slow the Krayt down when the specials have warn off.


I had issues the other day fighting Force Sensitive. Mainly because its 3 hits and you are dead. They are actually a lot easier to kill from the damage point of view then used to be. Their damage however is unforgiving. I did end up killing one without getting hit by carefully timing my snares and KD whilst running a lot.


I do think the principle is kind of wrong of the tanks not really being able to tank much. I actually feel sorry for the tanks. I was quite happy pre-CU with the fact that carbiners werent ubber. Through determination i became highly effective. Its actually substencially easier being a carbiner now because the specials stick better against high end NPCs. Anyhow, my post is ending with a rant....lol




But I think my comments are probably more fundermental.





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Nyyxx
Mon Jun 06, 2005 3:07 pm
#20






The-Rogue wrote:

Jedi have a great skill called "Dominate Mind"...it works like taunt used to work. Find a Master Defender and hunt Krayts with them...it's a great time.






Yes, it is a very good taunt that also takes a good chunk of force. Great once in a while as a save, bad to rely on in long fights. Just fyi.



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Scoutloch
Tue Jun 07, 2005 9:54 am
#21


Here is how i hunt some of the bigger creatures. namely the giand dune kimogolas, as my alt is an AS and needs the GDK Scale.


we use 2 range shooters, both of at least Double masters in there profession, I agree the biggest damage dealer gets the agro. MBH/MC/ with a few boxes in rifle, and 3 trees in marksman ( no pistols ) with carbine and rifle i have 2 different KD shots a ranged one (Underhand i think )and a meele one (charge shot) i think as i see no icons. lol. , then the snare and leg shot, help.


my self and the other range shooter run the dragon in circles in oposite directions, using a coordnated attack, as we are both on voice. ill do a kd shot, and a blind or stun, then hit a few times with the high damage shots like critical or torso shot. when we think its about time partner will do the same thing. when one or the other gets in trouble,


he hits the K-18 ration for burst run and then the other shoots with critical shot to draw the agro. ( the K-18 reduces the reset and cost of burst run ) so essentially the dragon is running in circles, changing aggro, constantly getting KD, this work great with the 2 of us. takes a little communacation, and coordnation, and can get tricky when there are multiple Kimogola spawns in our running aera. Nothing like a totally confused dragon.


mabey we will go try this technique on some Krayts.

Message Edited by Scoutloch on 06-07-2005 12:03 PM



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fabkins
Tue Jun 07, 2005 5:48 pm
#22



Yeah I was considering trying that myself. Pre-CU I sort of did something simular keeping force sensitive confused by continously alternating who shoots so the NPC ping/pongs back and forth without ever reaching each of us.


Of course this displays that fundermentally the system is broken when the best way of dealing with high end melee creatures/NPC is to use two ranged fighters. The "tanks" are useless. Not much use in confined spaces either. My problem also is my hunting buddy is swords/tk. Will see if get do something simular with /taunt.....

Message Edited by fabkins on 06-07-2005 05:50 PM



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