Carbineer Archive
Thread: Combat Upgrade Template Feedback
DarthMercilous
Thu Apr 14, 2005 8:08 am
#27
Lo there folks, I came upon a wonderful discovery last night while discussing new templates with a mate of mine, and this is the result:
- MBH/MCarb/0440 SL
Have a look at the stats:
Skill mod Summary (Subject to Change of course:
- Bounty Mission Difficulty+3
- Burst Run Efficiency+40
- Camping+40
- Carbine Accuracy+65
- Carbine Defense+40
- Carbine Speed+50
- Creature Harvesting+15
- Creature Knowledge+5
- Droid Precision+130
- Droid Speed+90
- Droid Tracking Speed+80
- Foraging+35General
- Ranged Accuracy+170
- General Ranged Speed+60
- Group Melee Defense+25
- Mask Scent+70
- Melee Defense+200
- Ranged Defense+225
- Steady Aim Bonus+10
- Terrain Negotiation+40
- Tracking Droid Effectiveness+100
- Tracking Droids+12
- Trapping+5
- Volley Fire Bonus+10
All that, and I belive you get every carbine in the game with that template (though obviouslyI could be wrong).
TAfirehawk
Thu Apr 14, 2005 8:11 am
#28
DarthMercilous wrote:
Lo there folks, I came upon a wonderful discovery last night while discussing new templates with a mate of mine, and this is the result:
- MBH/MCarb/0440 SL
I think the MBH/MCarb part will be a common theme among a lot of players, FotM even.
I am not sure about the SL part but the rest of a template will vary greatly depending on play style and group you are with......and everybody will most certainly be in groups.
And from my previous post:
TAfirehawk wrote:
Of course those numbers don't mean much as it stands today....#1 the formula behind them has totally changed and #2 those numbers have yet to be tweaked from what the Devs put down on paper LONG BEFORE even SOE tested any of this code.
It will probably be a good choice (likely FotM actually), but at this point making that choice today is based VERY LITTLE on fact.....
TAfirehawk
Thu Apr 14, 2005 9:07 am
#29
Yeah too bad those numbers don't mean much 
The max could be 1000 for all we know....or 100 even.
JediSlave007
Thu Apr 14, 2005 8:22 pm
#30
I am thinking, of going Master Pikeman and Matser Carbines for a 4 across the board in terms of offense, defense, crowd control.
not sure as where to put the other xtra points yet though, mabe sword's.
what do you think, any good or will I just be spinning my wheels.
Eijas
Sat Apr 16, 2005 1:06 am
#31
I just thought of this so havent run it through a prof calc but what about :
Master Carbineer
Master Teras Kasi or Pikeman
4000 BH
Are there enough points for that ?
Eijas
Sat Apr 16, 2005 1:23 am
#32
With TK you would get duelist stance and TK defenses aswell as carbine and if you can get tapes your fine for carbine speed (most likely). Or with pikeman you get the intim warcry and extra battle armor mitigation.
I think TK would be the better option because that is a good amount of defensewithout the need for armor. Aswell as the offense ability to weaken/kd with carbines and move in for the kill with TK when fighting ranged (melee is supposed to pummel ranged if they can get close).
Ileanna777
Sat Apr 16, 2005 3:17 pm
#33
Eijas wrote:
With TK you would get duelist stance and TK defenses aswell as carbine and if you can get tapes your fine for carbine speed (most likely). Or with pikeman you get the intim warcry and extra battle armor mitigation.
I think TK would be the better option because that is a good amount of defensewithout the need for armor. Aswell as the offense ability to weaken/kd with carbines and move in for the kill with TK when fighting ranged (melee is supposed to pummel ranged if they can get close).
The maximum mitigation you can get is 90% total, so if you are only partial Carbineer I can see maybe going for that. But if your a Master there is no point to getting more mitigation to Battle Armor as it will not stack. Stacking Ranged with Melee has its merits, but you also have to remember none of your attacks cross over, and neither does your accuracy or speed mods. Whereas a Pistoleer/Carbineer can use almost all of their attacks with either pistols or carbines, and their general ranged accuracy mods etc.. stack.
TAfirehawk
Sat Apr 16, 2005 4:10 pm
#34
Ileanna777 wrote:
Eijas wrote:
With TK you would get duelist stance and TK defenses aswell as carbine and if you can get tapes your fine for carbine speed (most likely). Or with pikeman you get the intim warcry and extra battle armor mitigation.
I think TK would be the better option because that is a good amount of defensewithout the need for armor. Aswell as the offense ability to weaken/kd with carbines and move in for the kill with TK when fighting ranged (melee is supposed to pummel ranged if they can get close).
The maximum mitigation you can get is 90% total, so if you are only partial Carbineer I can see maybe going for that. But if your a Master there is no point to getting more mitigation to Battle Armor as it will not stack. Stacking Ranged with Melee has its merits, but you also have to remember none of your attacks cross over, and neither does your accuracy or speed mods. Whereas a Pistoleer/Carbineer can use almost all of their attacks with either pistols or carbines, and their general ranged accuracy mods etc.. stack.
Max Armor Mitigation is 60% and that depends on type.....Battle Armor the max is 40%, it all goes off the Max Hindrance.
And the point about it not stacking is 100% correct ![]()
EmanDetrevni
Mon Apr 18, 2005 3:24 pm
#35
master carb, mbh, rifles 4000 and medic 0010.
or
m carbs, mbh, pistols 0230
Quandry
Mon Apr 18, 2005 3:47 pm
#36
Well Ill be going Master Carbineer Master Doctor and Cm ....One branch subject to change : )
Ill grab the poison line in cm. To add a bit of dps to my offence...and the ranged healing will come in handy in groups. Last i looked the poison branch would give me another 20 ranged and mele def with the novice box. So many options for a situation with doc and the one bar healing, this could be realy good if the healing takes mind and the shooting takes action. The stats should look sompthing like this. And it will leave me 4 points to spend in the vilage wile i finish capping the exp. Probably take ranged speed but wating till cu goes live for sure. Banked exp beats spent skill points every time.
Augmentation Efficiency +90
Bio-Suppression Efficiency +30
Carbine Accuracy +65
Carbine Defense +40
Carbine Speed +50
Cure Efficiency +100
General Ranged Accuracy +105
General Ranged Speed +20
Healing Efficiency +115
Medical Assembly +10
Medical Experimentation +10
Medical Warfare Efficiency +75
Melee Defense +130
Ranged Defense +145
Ill grab the poison line in cm. To add a bit of dps to my offence...and the ranged healing will come in handy in groups. Last i looked the poison branch would give me another 20 ranged and mele def with the novice box. So many options for a situation with doc and the one bar healing, this could be realy good if the healing takes mind and the shooting takes action. The stats should look sompthing like this. And it will leave me 4 points to spend in the vilage wile i finish capping the exp. Probably take ranged speed but wating till cu goes live for sure. Banked exp beats spent skill points every time.
Augmentation Efficiency +90
Bio-Suppression Efficiency +30
Carbine Accuracy +65
Carbine Defense +40
Carbine Speed +50
Cure Efficiency +100
General Ranged Accuracy +105
General Ranged Speed +20
Healing Efficiency +115
Medical Assembly +10
Medical Experimentation +10
Medical Warfare Efficiency +75
Melee Defense +130
Ranged Defense +145
Eijas
Tue Apr 19, 2005 7:51 am
#37
Im actually going ...
MCarbineer // MBH // MMarksman (killer high dps shot andacc/speed) // Pistoleer 0020 (intimidate shot .... duh)
Hammur_Grond
Tue Apr 19, 2005 1:11 pm
#38
I am going:
Master Carb
Master TK
FS Ranged Speed 4
FS Luck 2
Commando 3400
TK inate armor is equal defense to Battle Armor issued by the blue frogs on test center, with no accuracy or movement penalties.
Commando adds benifits to both TK and Carbineer, plus the new commando weapons are pretty sweet and work really well with most of the Carbineer specials. The Elite still outdamages them, but the commando weapons have some pretty nasty special effects.
TAfirehawk
Tue Apr 19, 2005 1:26 pm
#39
Hammur_Grond wrote:
I am going:
Master Carb
Master TK
FS Ranged Speed 4
FS Luck 2
Commando 3400
TK inate armor is equal defense to Battle Armor issued by the blue frogs on test center, with no accuracy or movement penalties.
Commando adds benifits to both TK and Carbineer, plus the new commando weapons are pretty sweet and work really well with most of the Carbineer specials. The Elite still outdamages them, but the commando weapons have some pretty nasty special effects.
And Battle Armor has no accuracy, speedor movement penalties for a Master either.....mute point