Carbineer Archive
Thread: I feel as if carbineer is the worst profession of the marksman tree...
AdmiralSpy wrote:
Magnitude wrote:
it may simply just be because of my template choice (Mcarbineer/MBH/CM 0004)
I'm curious to know why you chose CM 0004 instead of say 4000. Debuffs are good, but I'd think Bacta Toss/Spray would be more effective? Especially if they follow through with the Batcha Shot nerf.. spray is great and it sure beats popping Ruby and stims..
I was going to go 0400, then I found out that it sucks (I had no idea damage stuff was nerfed so badly after the CU), then I had a choice between 4000 and 0004, I figured the debuffs would be more helpful in hunting a jedi.
A little bit of grinding won't hurt to change it I guess.
Jagdwulf wrote:
Quandry wrote:
Holbrook wrote:
with both cyber armos you can fire carbines at base rifleman range of 65m
But then your using 2 arms. That have low armor if they get hit and cant put attachments there...Get a stryker and shoot at 60m with all the carbine mods from carbineer. The sac may be high as its looted but good enough for you to land a snare and close the range. Charge shot moves you at that speed going up hill rooted snared or what have you....its handy even when you cant have the kd the damage is quite nice for a kd shot.
You could also opt to ask your favorite weaponsmith to craft you a NICE DXR6. The damage is a bit lower than you'd like...but the range is 65 Meters (Rifle Range)...plus you get to use all of your nice carbine skill mods when using itI had one crafted that has high 700's damage and low enough SAC. It gets the job done. Stand at 65 meters and snare. Gives you a few shots while they crawl their way to ya...at which point you can switch to your preferred carbine and go to town.
Yeh i use to love the dxr6. I kinda gave up on it though when the cu destroied my kryted ones. Eithe option is good to carry as it never hurts to have a longer range. And the dxr6 shoots cool green bolts : )
Being that the dxr6 is not looted you could also get the sac nice and low. This may be a better weapon for a range pinch but im still kinda bummed about it so dont condider it personaly heh.
Quandry wrote:
Holbrook wrote:
with both cyber armos you can fire carbines at base rifleman range of 65m
But then your using 2 arms. That have low armor if they get hit and cant put attachments there...Get a stryker and shoot at 60m with all the carbine mods from carbineer. The sac may be high as its looted but good enough for you to land a snare and close the range. Charge shot moves you at that speed going up hill rooted snared or what have you....its handy even when you cant have the kd the damage is quite nice for a kd shot.
You could also opt to ask your favorite weaponsmith to craft you a NICE DXR6. The damage is a bit lower than you'd like...but the range is 65 Meters (Rifle Range)...plus you get to use all of your nice carbine skill mods when using it ![]()
I had one crafted that has high 700's damage and low enough SAC. It gets the job done. Stand at 65 meters and snare. Gives you a few shots while they crawl their way to ya...at which point you can switch to your preferred carbine and go to town.
Warmaker01 wrote:
There are a number of Pre-CU Rifleman that can't get the idea that Rifleman currently is nowhere near the same like in the Old Days. Firstly, as you stated, Rifleman was hands down the only working Ranged Profession that people feared consistently.
Rifleman had two advantages pre cu. First the MAIN Advantage was being able to target the unhealable blue bar. Second factor was heavy armor piercing which came handy taking on high end mobs.
Post CU the one special that helps rifleman out is startleshot. A damage stun that lasts 6 seconds which is very very handy in pvp.
Please enlighten me, what full auto area, a pure damage dealing ability, says about the professions crowd control capacity. I fully agree that there are many occasions where FAA really is useful and i also agree that the carbineers damage capability is excellent. But in the crowd control department, it's only mediocre. (Add an area knockdown and i'm happy... *grin*)
Jagdwulf wrote:
Quandry wrote:
Holbrook wrote:
with both cyber armos you can fire carbines at base rifleman range of 65m
But then your using 2 arms. That have low armor if they get hit and cant put attachments there...Get a stryker and shoot at 60m with all the carbine mods from carbineer. The sac may be high as its looted but good enough for you to land a snare and close the range. Charge shot moves you at that speed going up hill rooted snared or what have you....its handy even when you cant have the kd the damage is quite nice for a kd shot.
You could also opt to ask your favorite weaponsmith to craft you a NICE DXR6. The damage is a bit lower than you'd like...but the range is 65 Meters (Rifle Range)...plus you get to use all of your nice carbine skill mods when using it
I had one crafted that has high 700's damage and low enough SAC. It gets the job done. Stand at 65 meters and snare. Gives you a few shots while they crawl their way to ya...at which point you can switch to your preferred carbine and go to town.
You guys are missing the boat here. Your range is weapon limited, not profession limited. With that said, use an Advanced Laser Rifle (ALR). 65m range and damage capped at 1,184. Granted the SAC at 82 is a bit higher than some carbines you can equip (73 I believe) however the trade off on damage is worth it. Anyone can equip a ALR assuming your at least combat level 54. If your not a 54 then hit the crafting forums!!![]()
The real discussion is.....with an ALR AND the cyborg arms (how I equip myself) you now have a range of 80m. In a group fight most npc's won't close with you and one on one just use kd and root shots to keep most outside their range. In pvp many players use a 64m range radar.....at 80m you won't even be showing up as a red dot!
xDiggerx wrote:
Jagdwulf wrote:
Quandry wrote:
Holbrook wrote:
with both cyber armos you can fire carbines at base rifleman range of 65m
But then your using 2 arms. That have low armor if they get hit and cant put attachments there...Get a stryker and shoot at 60m with all the carbine mods from carbineer. The sac may be high as its looted but good enough for you to land a snare and close the range. Charge shot moves you at that speed going up hill rooted snared or what have you....its handy even when you cant have the kd the damage is quite nice for a kd shot.
You could also opt to ask your favorite weaponsmith to craft you a NICE DXR6. The damage is a bit lower than you'd like...but the range is 65 Meters (Rifle Range)...plus you get to use all of your nice carbine skill mods when using itI had one crafted that has high 700's damage and low enough SAC. It gets the job done. Stand at 65 meters and snare. Gives you a few shots while they crawl their way to ya...at which point you can switch to your preferred carbine and go to town.
You guys are missing the boat here. Your range is weapon limited, not profession limited. With that said, use an Advanced Laser Rifle (ALR). 65m range and damage capped at 1,184. Granted the SAC at 82 is a bit higher than some carbines you can equip (73 I believe) however the trade off on damage is worth it. Anyone can equip a ALR assuming your at least combat level 54. If your not a 54 then hit the crafting forums!!The real discussion is.....with an ALR AND the cyborg arms (how I equip myself) you now have a range of 80m. In a group fight most npc's won't close with you and one on one just use kd and root shots to keep most outside their range. In pvp many players use a 64m range radar.....at 80m you won't even be showing up as a red dot!
Well id have just over another 100 Weapon damage and a much higher sac and a slower speed and loose a ton of def and acc. Hmm....No ill keep the carb. Heck i bet id do more dps with a capped DXR6 lvl 40 carbine than with an equaly capped lvl 50 rifle that i have little to no base weapon skills in that is slower and only does a tad more damage. I sure will take more damage holding a rifle though....and miss more.
As for the 80m thing....If the guys your fighting are any good at all i hope you have more tricks than just 80m root. That tactic is way over rated. And with the new anger thing or what ever its called making you immuned to re rooting or snaring right after it wares off for what ...20 seconds? this tactic workes even less. Not saying you probably dont win a lot of duels. If you pvp a lot you cant help but get better at it. I just think your puting more credit into those arms than they deserve. I do a ton more damage if i hit those arms rather than a well made chest plate. Id guess that a shot not targeting a spacific body part hits arms quite a bit. Head chest and leg armor dies faster because thats where focused shots hit. But a non focused shot 4/7 targetable areas are arms.
If for no other reson the arms just look ugly....Why is it though when i see a guy with 2 arms on hes holding a rifle and spamming
hey anyone want to duel for fun? And then run far away before they will start even if your mele.
LOL, I knew I would get some testy replies to that post!
The fact is I am Master Rifleman AND Master Carbineer...so I get the best of both worlds. All the rifleman and carbineer shots plus the range and plenty of mods with my rifle. Sure, I switch to one of my carbines in certain situations but I have grown to like my 1,359 max damage ALR. With my speed mod around 1.4 it's plenty fast enough.
Everyone has their set ways they like to fight critters, or npc's, or pvp. I am not sure there is any right or wrong way, it's what you enjoy and what is effective for you. Nobody should judge anyone else in the game for the template they chose or the way they enjoy the game, it's all just for fun.