Carbineer Archive
Thread: Carbineer Issues/Problems Reported
Saratoga wrote:
Suppression fire for me has about a 2 second timer. Pretty much still worthless.
also:
- As a master weaponsmith with 12 points, experimenting on SAC needs to change. The default level of SAC needs to be lowered. I now put a couple points in efficiency on both the subcomponents and the final combine, but to get below 100 i would have to concentrate in efficiency. This is directly related to carbineer as our biggest problem is SAC IMO.
- Our snare needs to slow targets even more. I only notice a tiny decrease in speed
- scatter shot doesnt seem to do much
- where is our crowd control?
Suppression Fire is supposed to have a 2 second duration......but a 1 second cooldown.
I said it was meant for group PvE.....it only slows those things running directly at the person firing Suppression Fire.....so a PvP target that zig-zags or is running any direction but at you will have no movement reduction. Suppression Fire is meant to save your own skin ![]()
Yes it still needs some work as I would like to see the normal cooldown timer and a 3-4 second duration.....along with a higher % of movement reduction.....but this change is an uber special for group PvE since a Carbineer draws so much aggro, now you can slow the critters down for the rest of the group to hammer away.
While some might not like it, I think it adds a much needed (my #1 priority actually) CROWD CONTROL ABILITY to this prof ![]()
Message Edited by TAfirehawk on 05-30-2005 08:17 PM
Message Edited by sirlonghair on 05-31-2005 08:51 AM
I was trying this out with an E-11 mk II and was hitting on average 923-1023 damage per hit on an enemy (Was fighting marks from BH missions that average CL 35-54) and was averageing 800's with my Critical and Leg Shot. This doesn't sound right figureing a knockdown causes more damage than your other bread and butter attacks especially when your heavy hitter causes a secondary effect in terms of a knockdown.
MaceHalcyon wrote:
If you'r spamming chargeshot, take into account that your second chargeshot will cause the msg, you faild to KD your target, since there is a 30 seconds timer on it and your target is KD already BUT as the target is KD, it will receive 20% more damage because of this.
This might be the reason why it looks like if your chargeshot is doing more damage then your legshot, now if you would follow a chargeshot that had asuccessfull KD with a legshot, you realy will be dealing out the mx damage you can as carbineer.
Hence choose your autoattack wisely, no need for a chargeshot as autoattack better make a macro reminding you to KD your target every 30 seconds like:
/chargeshot
/pause 30
/addAlarmIn 0 0 KD Timer off, KD him down!
MaceHalcyon wrote:
Hey guys here's something that got me scratching my head. While playing around with my skills I noticed that out of all my specials (I'm a Master Carbineer 3444 BH) out of the Carbineer Specials our knockdown causes the most consistant damage.
I was trying this out with an E-11 mk II and was hitting on average 923-1023 damage per hit on an enemy (Was fighting marks from BH missions that average CL 35-54) and was averageing 800's with my Critical and Leg Shot. This doesn't sound right figureing a knockdown causes more damage than your other bread and butter attacks especially when your heavy hitter causes a secondary effect in terms of a knockdown.
I'd recomend giveing this type of damage to our high level attacks such as Advanced Critical Shot and lowering our knockdown to an average 6-700 damage dealer. Also to the top ten a multiple knockdown is definetely needed. I miss it from the pre CU and it was one of the things that I thought set the Carbineer apart from say the Bounty Hunter.
Charge Shot should probably be changed/lowered but it is not something unbalancing at this point IMO.