Carbineer Archive
Thread: FIX CHARGE SHOT, IT'S SOOOOOOOOOO EXPLOITABLE
when ever i use charge shot or it used on me...the target does fall to the ground but still attacks...if u are ranged u will attack..if your mele..well then your in trouble../shrug sorry.
or am i wrong about the still attacking thing? thats what iv noticed anyway.....
CS is not very useful to _destroy_ someone such as a dark jedi master with 200k ham, but i know with one other person you can use this shot in combination with the gruop to get outstanding results with them, the same holds true for a couple of nightsister elders too.
What the devs really need to do is fix charge shot 2 and double the damage over charge shot 1. We need to give carbineers a little better knockdown shot
I don't know that you really need screen shots. Everyone knows that you can knock people down over and over again using charge shot and no one denies that ability. Let me break it down - this is how charge shot works.
Firing charge shot at an opponent does a small amount of damage to a random pool and has will cuase the target to fall down - a 30 second timer (the target's knock-down timer) starts ticking. The target can then take a turn to get back to a standing position.
As soon as the target is back toa standing poisiton, the carbineer can fire charge shot again. If it hits the target, once again, the target will take a small amount of damage and fall to the ground. However, a message is displayed to the carbineer that says, "Your attack failed to knock down the target." Of course, the target DOES fall to the ground, regardless of the message. (It should be noted that, when fighting creatures or NPC's, they seem to recover faster from a charge shot which receives this message).
The carbineer can continue to use charge shot to knock down the target with each blast. Eventually, the 30 second knock down timer will expire. When that happens, the next charge shot will knock the opponent to the ground but no message will be displayed to the carbineer. At this point, the knock down timer is reset and the process starts over.
If you can fire your carbine fast enough (bounty hunters and master carbineers have the best speed bonuses), you can effectively "pin" your target to the ground, although you'll be doing very little damage.
So there it is - that's what charge shot does. That's what we've told the devs it does. They've looked at it and said that it's working just as they intended. *shrug* I don't know what else you want us to do about it, but you can take this information and do whatever you want with it.
-NOS- wrote:
Carbineers are so broke as it is.
Indeed. If they want to take away charge shot 1, can we at least get something fixed in return. Maybe have the dizzy attack from full auto stick? Or have crippling shot target action (as I think it should, but that's debatable)? Or have charge shot 2 do something? (Charge shot 2 doing anything would be fine.)
I personally don't mind carbineers having this ability while the class is still mostly broken.
But when CS2 gets fixed, and ham system is revamped so that your ham costs dont cripple you any more this really needs to be brought into line with all other KD attacks.
I have seen carbineers practically solo krayts with just this. Not very efficiently mind you and very dangerous but it's overpowered in many cases against anything that is melee, and in pvp its beyond dominating against melee... although not as powerful as a dizzy kd (why would a bh use charge shot when they have fire KD and confusion shot unless the person magically got up).
Brnr wrote:
This is definately not an exploitable special anymore than other knockdown shots, and it doesnt even work all the time as shown in the above message by mcglonec
You obviously have no clue either how CS1 works or how other kds work. For EVERY OTHER KD in the game you cannot knock them over within the 30 second timer. They resist the kd, and do not fall or even stop moving.
CS1 knocks them down even when it is "resisted due to the timer" although when resisted there is no 5 second delay like with most kd. This is broken. It is why posture down got a timer on it. Now... fixing this should come AFTER fixing CS2, and the new ham system. The pendelum swings both ways and I think making sure the beneficial abilities owrk before nerfing this takes precedence.
i love when you %$#&-tards who dont know anything about carbines get on the forums and start whining for nerfs. eventually the nerf bat swings and you are the same sniveling whiners that troll the class forums and general forums whining your incomprehensible rants to anyone that will listen.
if chargeshot1 rocks so hard why isnt the carbineer the pvp profession? why isnt it the best pve profession? why is there all of 4 master carbineers on intrepid (one of the most populated galaxies in the game)?