Carbineer Archive
Thread: Combat Upgrade Template Feedback
Page 4 of 4
EvilDrider
Tue Apr 19, 2005 1:30 pm
#40
TAfirehawk wrote:
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
shouldn't that be moot? 
TAfirehawk
Tue Apr 19, 2005 1:37 pm
#41
EvilDrider wrote:
shouldn't that be moot?
Nope, MUTE works just as planned 
Ileanna777
Tue Apr 19, 2005 1:44 pm
#42
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.
I thought that TK innate armor only applied when you had an unarmed weapon equipped. I could be wrong, but that is what I have been hearing from TK friends on TC.
starcrusher04
Tue Apr 19, 2005 2:03 pm
#43
Check Mankind's post on Innate armor in the TK forum. I understood that you don't need an unarmed weapon equiped, just that you can't have armor on. Plus, TK defenses aren't that great right now. It's not the FOTM that people think it is. At least I'm very unhappy with it and running from TK at the moment.
lifeisdeath
Tue Apr 19, 2005 4:49 pm
#44
Eijas wrote:Im actually going ...MCarbineer // MBH // MMarksman (killer high dps shot and acc / speed) // Pistoleer 0020 (intimidate shot .... duh)
you need 0030 to get intimidate.
Opie76
Tue Apr 19, 2005 6:22 pm
#45
Just tested this template and it seemed decent in pve. Not sure How I will hold up in PVP.
Master Carbineer
TKM
Pistoleer 0130
*Key Specials - Intimidate Shot (DMG Reduction), Burst Shot (Should still be carbineer skill IMO, reduces ablity pts regen), Crippling Shot (Speed Snare), Rapid Fire, Armor Break (when i switch to VK's i can be the tank and help reduce armor of the mob).
Ho'mer
JoodahMacabee
Wed Apr 20, 2005 12:03 am
#46
Something that has always bugged the heck out of me: I can be Master Carbineer, support the profession since july of 03 and still I am not able to use all of the carbines... All those new guns and they give them to SL's and BH
TAfirehawk wrote:
BillyG60 wrote:
MailekEOC wrote:
My template post CU will be master SL, master carbineer and BH 0 4 4 0. When grouped i'll have good defenses, speed, accuracy and a nice selection of crowd control and damage type abilities. Plus I can also rally myself to further increase defense and accuracy.
Ditto I want to be able to use every carbine!!
Etonn
COL
FA Militia
Too bad that won't get you all the Carbines......trust me, the last update I had on certs it will take somewhere around 300 skill points to get all the Carbines. Things may be changing of course, but don't hold your breath.
TAfirehawk
Wed Apr 20, 2005 12:50 am
#47
JoodahMacabee wrote:
Something that has always bugged the heck out of me: I can be Master Carbineer, support the profession since july of 03 and still I am not able to use all of the carbines... All those new guns and they give them to SL's and BH
If you folks can't be happy with the new Elite, E11 Mk.2, Geo, Bothan Carbines then I don't know what to tell you.....
Oh I forgot about the Alliance Needler and craftable Slugthrower.......geesh, how many Carbines can anybody use at once?
Message Edited by TAfirehawk on 04-19-2005 03:52 PM
memnoch37
Thu Apr 28, 2005 9:01 am
#48
Seems we need to necro this 
I'm sticking with Master Carbineer of course, and now I finally have good reasons to pick up MBH: badass assault armor, Proton Carbine,and a slew of nice specials throughout the trees. Undecided on what else to pick up, but it's looking like Pistoleer for Root and Intimidate are going to be a must. Maybe some medic, I haven'tseen how well it works yet.Heh my template won't be changing much at all from what itwas on Live 
Chaotix_Altus
Thu Jun 23, 2005 6:20 pm
#49
Is this the only template thread? I didn't see a sticky.
M Carbineer/M Rifleman/CM 4400/FS Ranged Accuracy Line
KD/Snare/Damage/Heals/DoTs
I use a Krayt Laser Rifle, Carbineer is for Improved Leg, Improved Cripple...ect.
Va-Mei
Thu Sep 22, 2005 12:12 pm
#50
MCarbs, MMark, 4000Rifles, 2434Pistols, 0240Medic.
This little number is all about controlling the battlefield. Root, kd, snare, daze, intimidate, defence reduction, aim, stun... More states available than you can shake a stick at. When it's time to get down todishing out the damage, you've got both Head shot & Leg Shot for single damage, Fan & Full Auto for area damage, Improved Sniper shot for those tough targets,and with 295 carbine accuracy every shot counts. Accuracy is 315 for Rifles & 270 for Pistols, so if a carbine isn't the rightweapon for the job, you can still hit hard with whatever you pick up.
Down side? Healing. Carry good stims& ruby and make friends with a strong healer or you'll get a fast trip to the cloner.
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