Carbineer Archive

Thread: WildShot Redundant?

Doq_Utek
Fri Jun 11, 2004 10:04 pm
#27

Here's one off the top of my head,


Do nothing with the Full Auto series


Increase the chance to stun on legShot2 and fix legShot3 making it an AoE with a strong chance to stun


Replace the chance to stun on wildShot1 and 2 with a chance to blind


Add suppressionfire3to master box giving it a posture down anda chance to intimidatein a cone but not a true AoE (focused supression)


This gives us the ability to apply stun and blindwith greater percision. Keep dizzy in the FA series but not garunteed, and addswhat I think is a natural fit to ourmaster skill boxwith focusedsurpession.What do you think about that?




Doq Utek Master Carbineer
TAfirehawk
Sat Jun 12, 2004 8:26 am
#28

Sounds pretty good to me, putting Intimidate in the Master Box would be a very nice reward


I still want a Weapon Cert there too


Two new damage types would be nice




Oh hell, I want to win the Lottery too





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Sat Jun 12, 2004 9:42 am
#29

OK....whatever.....


I have only killed thousands of Rancors, what do I know????





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Easy-Exanip
Sat Jun 12, 2004 10:02 am
#30






TAfirehawk wrote:

OK....whatever.....


I have only killed thousands of Rancors, what do I know????









I dont know what you are using on these rancors , but I have little trouble applying STUN to almost every creature in the game, excluding Krayts and few other ultra tough creatures.


I think wild shot 2 is working great and have few complaints with it. It is areliable, and effective carbine shot.

Kaelle_DB
Sat Jun 12, 2004 6:20 pm
#31






Easy-Exanip wrote:

I feel that if we did get a ranged intimidate, then this would overpower this profession!







Yep I'm sure all of the CMs, swordsman, TKAs, Fencers, and Riflemen would all be dropping their proffession for carbineer the new ub3r FOTM class. Carbineers would be out soloing Krayts, Goraxes, and nightsister elders and it would be impossible to get loot rights to the ackley because of all of the ub3r carbineers there. /sarcasm


It's a skill that's in novice brawler for pete's sake, I don't here anyone complaining about those ub3r wookie carbineers with their wookie roar.



_____________________
Kael Darkblossom
Dark Praetorian Order
Master Carbineer / BH carbines 4
Gorath
TAfirehawk
Sat Jun 12, 2004 7:07 pm
#32






Kaelle_DB wrote:





Easy-Exanip wrote:

I feel that if we did get a ranged intimidate, then this would overpower this profession!







Yep I'm sure all of the CMs, swordsman, TKAs, Fencers, and Riflemen would all be dropping their proffession for carbineer the new ub3r FOTM class. Carbineers would be out soloing Krayts, Goraxes, and nightsister elders and it would be impossible to get loot rights to the ackley because of all of the ub3r carbineers there. /sarcasm


It's a skill that's in novice brawler for pete's sake, I don't here anyone complaining about those ub3r wookie carbineers with their wookie roar.







AMEN





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Sun Jun 13, 2004 12:58 am
#33






Easy-Exanip wrote:






TAfirehawk wrote:

OK....whatever.....


I have only killed thousands of Rancors, what do I know????









I dont know what you are using on these rancors , but I have little trouble applying STUN to almost every creature in the game, excluding Krayts and few other ultra tough creatures.


I think wild shot 2 is working great and have few complaints with it. It is areliable, and effective carbine shot.








If I were to repeat all my posts on the subject, then you would see that I never said WildShot was worse than the FullAuto Series for applying Stun, just not any better in my testing. But the FullAuto Series also applies Blind and Dizzy (which I don't care about in most PvE).


Not to mention the LegShot Series targets Action only and applies Stun.....



So my whole point is, out of WildShot or FullAutoXX or LegShot, lets look at changing WildShot.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Easy-Exanip
Sun Jun 13, 2004 11:58 am
#34






TAfirehawk wrote:





Easy-Exanip wrote:






TAfirehawk wrote:

OK....whatever.....


I have only killed thousands of Rancors, what do I know????









I dont know what you are using on these rancors , but I have little trouble applying STUN to almost every creature in the game, excluding Krayts and few other ultra tough creatures.


I think wild shot 2 is working great and have few complaints with it. It is areliable, and effective carbine shot.








If I were to repeat all my posts on the subject, then you would see that I never said WildShot was worse than the FullAuto Series for applying Stun, just not any better in my testing. But the FullAuto Series also applies Blind and Dizzy (which I don't care about in most PvE).


Not to mention the LegShot Series targets Action only and applies Stun.....



So my whole point is, out of WildShot or FullAutoXX or LegShot, lets look at changing WildShot.






For sure wildshot is some what redundant, but when you can cone attack and stun multiple targets that is the point I am trying to make. Sure you can apply stun with legshot but you would have to change targets to hit multiple targets something that wild shot eliminates.

TAfirehawk
Mon Jun 14, 2004 12:01 am
#35








Easy-Exanip wrote:


For sure wildshot is some what redundant, but when you can cone attack and stun multiple targets that is the point I am trying to make. Sure you can apply stun with legshot but you would have to change targets to hit multiple targets something that wild shot eliminates.







Well unless something major changes, which of course is possible with the Devs, LegShot3 will be Cone Effect.


AND FullAutoArea2 is Cone Effect and does Blind, Dizzy, and Stun.


Hmmmmmm







Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Easy-Exanip
Mon Jun 14, 2004 12:10 am
#36






Kaelle_DB wrote:





Easy-Exanip wrote:

I feel that if we did get a ranged intimidate, then this would overpower this profession!







Yep I'm sure all of the CMs, swordsman, TKAs, Fencers, and Riflemen would all be dropping their proffession for carbineer the new ub3r FOTM class. Carbineers would be out soloing Krayts, Goraxes, and nightsister elders and it would be impossible to get loot rights to the ackley because of all of the ub3r carbineers there. /sarcasm


It's a skill that's in novice brawler for pete's sake, I don't here anyone complaining about those ub3r wookie carbineers with their wookie roar.







Well if we had a ranged intimidate which is alot differrent than the novice brawler skill. The brawler intimidate is used at 20m, we could shoot a intimidate from 64m and kite them.


Rember we have a stun shot which reduces primary defenses, now if we added intimidate then we could eliminate/reduce secondary defenses, like dodge and counter attack. So at 64m of range we would rule all the classes, we could easily rule most other professions in PvP.


I have the novice brawler skill just for Intimidate, and it helps me fight melee templates, but it is risky for me to get into melee range to Intimidate someone.


Also intimidate plus stun would equall a 75% reduction in damage, all that in one class is to powerfull .

Easy-Exanip
Mon Jun 14, 2004 12:23 am
#37






TAfirehawk wrote:








Easy-Exanip wrote:


For sure wildshot is some what redundant, but when you can cone attack and stun multiple targets that is the point I am trying to make. Sure you can apply stun with legshot but you would have to change targets to hit multiple targets something that wild shot eliminates.







Well unless something major changes, which of course is possible with the Devs, LegShot3 will be Cone Effect.


AND FullAutoArea2 is Cone Effect and does Blind, Dizzy, and Stun.


Hmmmmmm









Sometimes you just want to stun them, and do it in the least number of shots. I find the shot usefull because I am one of the carbineers with 60 carbine speed, I find it difficult to spam FullAutoArea and economically get a stun. My position is I would like to stun in as few shots as possible.


Just to give an example of my typical fight sequence.....


I wildshot2 at 50-60m with my +104 accuracy laser carb. I am not sure if accuracy affects the application of states, but I like to land my lead-off shot.


I then switch weapons to my hi-damage laser carb, 116-568, and then chargeshot2.


And then procede to fullautoarea and burst shots.


TAfirehawk
Mon Jun 14, 2004 6:55 am
#38






Easy-Exanip wrote:





TAfirehawk wrote:








Easy-Exanip wrote:


For sure wildshot is some what redundant, but when you can cone attack and stun multiple targets that is the point I am trying to make. Sure you can apply stun with legshot but you would have to change targets to hit multiple targets something that wild shot eliminates.







Well unless something major changes, which of course is possible with the Devs, LegShot3 will be Cone Effect.


AND FullAutoArea2 is Cone Effect and does Blind, Dizzy, and Stun.


Hmmmmmm









Sometimes you just want to stun them, and do it in the least number of shots. I find the shot usefull because I am one of the carbineers with 60 carbine speed, I find it difficult to spam FullAutoArea and economically get a stun. My position is I would like to stun in as few shots as possible.


Just to give an example of my typical fight sequence.....


I wildshot2 at 50-60m with my +104 accuracy laser carb. I am not sure if accuracy affects the application of states, but I like to land my lead-off shot.


I then switch weapons to my hi-damage laser carb, 116-568, and then chargeshot2.


And then procede to fullautoarea and burst shots.









In our un-official testing, Accuracy does seem to affect the chance to stick States. So while your Speed is very low, the Accuracy you have with that Laser Carbine is far far away from the normal....


But like I said, IF the Devs do what they said they would, THEN LegShot3 will be a direct Action Pool attack (or high % at least) with Cone Effect and STUN......so WildShot2 becomes even more of a useless attack. For the most part we are ASSUMING LegShot3 will happen and thus calling WildShot2 redundant.



I totally understand how you use WildShot2 and that is fine. Part of the beauty of Carbineer is the vast options of Specials in this thinking person's profession. But we also have to present ONE decision to the Devs on how the Carbineer community wishes to proceed......so we take a majority vote HERE. Think of this like the US Presidential Election.....a candidate does not need 1/2 of the entire voting age population to win, but (ignoring electoral college stuffs) they just need a higher vote total than any other candidate/choice. That is what we do here....





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

novamarine
Mon Jun 14, 2004 7:09 am
#39


I think it is highly relevant to remind everyone that legshot3 is still broken. When fixed, this special will offer a cone action-targeting special with a very high chance to stun. With legshot3 fixed, the only difference between wildshot and legshot will be that legshot is action pool and wildshot is random.


Given that, do you really still want wildshot to remain the same or do you want something more useful?


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