Carbineer Archive
Thread: TKM = PvP rating
Kakherot wrote:
Gotainllyod wrote:Az moment:Id have to disagree with you guys. Every TKM that i see out there, including the decent ones, fall pretty easily to my laser carb. they have no ranged mit so it hits for higher ammounts every time. if the tkm is on his feet i hit for around 500-700 dmg and if hes down i hit for 800-1500.Now if he is a TKM/doc ill have a fight on my hands but ill still win, i just wear him down and make him run out of stims and poison/disease cures. it takes awhile but it can still be done.Most of the time when i pvp i just throw my poisons, heal my group, cure my group and spam FAA2, keeps alot of people stated, and seems to help my team out alot. And when i pvp its my job to protect the jedi against TKMs, so i just state them, and KD them and they are done for the most part. its fairly easy.Support templates pwn j0o!Message Edited by Gotainllyod on 12-06-2004 08:33 AM
Unfortunately, on my server I've yet to see a 600 max lazer. Most I've seen is 380 pre-slice (3.1 speed I think), and it was selling for 250k. So far, none of my regular WS's have gotten back to me about making a weapon like this. I'll look around again, but quite honestly, your laser does about twice what mine does.But to add my 2 cents, the way I see it, there's 2 reasons why TK does so well.#1) TK was designed to be a well rounded survival class. It has FoW, meditate, and the combat equilibrium (which is a generic defense add on btw, it's purpose is to increase the odds of a successful defense, and to my knowledge, stacks on block, dodge, and CA, all at the same time).#2) they haven't been nerfed like everyone else. Almost a year back, there was a big weapons nerf. Melee classes in general (but TK in specific) was not affected by this as badly as ranged classes were, due to the fact that damaged dealt by a ranged profession relies SOLEY on the strength of the weapon. TK, on the other hand, has class supplied damage modifiers, of Melee Damage +180 I think. So when the weapons were cut back, TK (and other Melee classes) were not affected by this near as much as ranged were.Pistols are still ok, but only with BH added on. The accuraccy goes WAY up, and they're already speed capped. The Torso Shot and Eyeshot provided by BH (even tho eyeshot was nerfed) are most effective along with the nice dodge mods (which work correctly BTW).Anyway, TK is a good class. It's working the way it was originally intended, and that give it an edge on other classes. It works right, so those that don't really know how to play it, do OK. Those that do know how to play it, do very well, and can be very lethal.
Actually, there is an innate 1.84 damage multiplier for melee specials and 1.5x damage modifer for ranged weapons. So the calculation is (Weapon Dmg)*(Special multiplier)*1.84/1.5 for melee/ranged.
Message Edited by BloodMonk on 12-08-2004 06:40 AM
BloodMonk wrote:
PS: a 380 max carbine: worst situation: 380*1.1*1.33 = 556 max damage best situation: 380*1.35*1.33= 682 max damage. So they surely do exist on your server.
FoeHammerOne wrote:
I can vouche for Azraiel's template. (MC, 4004 CM, 4030, +25 in speed tapes of course). Good template for keeping people (read: stackers) alive and great for stating up pesky rifleman and other melee people. Not to mention the whole poisions thing. Sometimes I get on him about not having novice brawler, but ehhh, he does his job well when we PvP.
Az moment:
yeah, i AM a badass arent I?
jk
Yeah, I forgot about the krayt stuff. For some reason, they're in extremely short supply on my server. Maybe I should try to get my guild together and hunt this weekend.
BloodMonk wrote:
TK is the only class with a damage mod...it's +250 UNARMED DAMAGE. no other melee class has it
AND it's hard to go without, else a TK without VK equiped would do 0 damage lol
Wow, I never realised it was that high. Don't get me wrong, I'm not saying they don't need it. I'm just saying it's never been nerfed because it was class supplied instead of weapon supplied, like every other class is. But doesn't this add on top of the weapon damage? Because to my knowledge, VK is still considered unarmed.
Gotainllyod wrote:
Az moment:
Id have to disagree with you guys. Every TKM that i see out there, including the decent ones, fall pretty easily to my laser carb. they have no ranged mit so it hits for higher ammounts every time. if the tkm is on his feet i hit for around 500-700 dmg and if hes down i hit for 800-1500.
Now if he is a TKM/doc ill have a fight on my hands but ill still win, i just wear him down and make him run out of stims and poison/disease cures. it takes awhile but it can still be done.
Most of the time when i pvp i just throw my poisons, heal my group, cure my group and spam FAA2, keeps alot of people stated, and seems to help my team out alot. And when i pvp its my job to protect the jedi against TKMs, so i just state them, and KD them and they are done for the most part. its fairly easy.
Support templates pwn j0o!
Message Edited by Gotainllyod on 12-06-2004 08:33 AM
Message Edited by Kakherot on 09-08-2004 10:45 PM
Kakherot wrote:
The carbine came out to about 360max with a +82 @ ideal (at least i think it was 82, all I remember for sure is it was friggin high). Had a 3.7 speed, and a nice slice put it up to approx 450. know a +38 isn't the greatest tissue in the world, but honestlyI was expecting better. What do you guys think about this?
It comes out to around 600 powered up, so I'd consider it PvP worthy. You got a good deal, too. 50k for 4x 38 tissue is a steal on my server, heh. That Carbine would probably sell for 500-800k on Starsider, easy.
Yeah.. as far as the actual damage goes, you could do better in terms of tissue. +38 could easily be "beaten", so that you'd almost be better off simply getting a regular damage-sliced carbine (which can reach about 575-580.)
The difference in krayt tissues only really comes in when you look into 50+ tissues. Still, it's a nice carbine.
Message Edited by AdmiralSpy on 12-09-2004 11:38 AM