Carbineer Archive
Thread: Potential Top 5
Brilyn wrote:
< everything that we currently can't dmg also has 100% to cold and electric. >
Go check out Super Battle Droids in the Deathwatch Bunker: their resist to Electicity is quite below their other resists.
wasn't talking about them, they don't have 100% to our damage types, i think they have 90% or something, haven't checked in a while
< i don't see why i have to sit and watch my guild kill nightsisters just because i choose to be a ranged profession. dosen't anyone see a problem with this? >
Actually, no I don't.
Either spend the 9 points on the crappy Striker, or go buy a crate of C12 Grenades .There ya go, instant Blast damage, and it didn't cost you a single extra skillpoint.
Oh, and they're better than a Striker Pistol.
you seriously want me to throw 100's of c12's at NS's and SBD's? usually i run up and go unarmed on them, but i can use a striker pistol, and that would be a lot of gernades, but i guess its something to look at, never thought of it
< which means the devs either need to give ranged professions a gun that can damage them or lower their resists to something more reasonable.>
Or you could use the weapons that are already in the game: C12 Grenades. has nothing to do with carbineers.... just happens we can use it... as can anyone
< yet there are 4 new carbines in the patch files.>
No there are not.
There are 4 new pictures of carbines in the Patch files. Nothing else has been confirmed, as is purely idle speculation at this point. they are still there.... and i'm still hoping for cold and/or electric carbines since devs said no kinetic or blast
< lower higher end NPC resists by even as little as 5% >
That's fairly meaningless. the difference between 100% and 95% can be a big difference sometimes, especially over time, and something is better then nothing, if you lower them to far they are out of balance
Aside from which, an SBD's resistances drop as it's HAM drops.
still don't think they have 100% to all our dmg types so i don't really care about them, not soloable anyway so you need help either way
< give ranged professions weapons that can damage them. >
You mean like C12 Grenades? yah but perferable a new carbine
weaponmaster88 wrote:
what good will a cold or electric carbine do us? i know it will increase our dmg types, but some1 needs to tell the devs to listen. everything that we currently can't dmg also has 100% to cold and electric. big help there. composite armor has the same resists to cold and electric as energy heat and acid.... another big help. once armor is in balance that won't be a problem, but higher end NPC's having 100% to everything a ranged profession can do is the main problem. which means the devs either need to give ranged professions a gun that can damage them or lower their resists to something more reasonable. i don't see why i have to sit and watch my guild kill nightsisters just because i choose to be a ranged profession. dosen't anyone see a problem with this? adding an electric or cold carbine would be cool and i'd be all for it, but it dosen't solve anything. i know what the devs said, but they also said "there are no plans for new carbines at this time" and yet there are 4 new carbines in the patch files. the point is we need to push to get the problem solved, which means lower higher end NPC resists by even as little as 5% or give ranged professions weapons that can damage them.
Cadus55 wrote:
ok wait a min, about the AP, AP is light, medium and heavy. I thought that AP light means it canperiece Light armor, (All light armor is ANY armor people wear.) Medium is for larger things, such as AT-ST, Turrets ect, and Heavy is for something else AT-AT?? Spaceships? So having medium AP rating just means you can do more damage to AT-ST, ect ect......right?
Brilyn wrote:
< you do NOT get bonuses from Ap2 against Ap0 currently......trust me on this, i was a swordsman for 5 months. >
I think you'll find you were hitting something that was Vuln/ to either Blast or Kinetic, whichever you were using.
Because AP2 vs. AR0 works just fine for my Energy Laser Carbine, when I use it against something that has a resist.
< They should be fixing that soon because Jedi lightsabers are Ap2..and they have complained about the fact their AP bonus is broke against stuff. >
This actually proves my point.
What they're *actually* saying is that their AP2 doesn't count, because all critters are Vuln to Lightsaber damage.
This has nothing to do with the critters AR at all, and everything to do with how Vuln works.
*rolls eyes*
than i suppose the TWO correspondants (former) in my guild dont know **edit** they were talking about. Im sure theyd love to hear it.
But that aside.....if soemthing has vulnerability with no resist, it counts as Ar0.....if soemthing has no resist and is unarmored (liek a player) they count as having AR0 as well.......so really either way you look at it...its the SAME thing.
THey may have fixed that in publish 9...i dont knwo id idnt see anythign in either the rleased notes or the TC notes ( i play on TC as well) that said they had alrdy fixed it.....and i picke dup carbineer right b4 Pub 9 and havnt checked the math on any of my laser carbiens since then.
But every swordsman weapon is AP2, and i think its safe to assume that after playing as an MSM for 6 months i migth have soem clue as to what im talking about.
PanzerGR wrote:
Brilyn wrote:
< you do NOT get bonuses from Ap2 against Ap0 currently......trust me on this, i was a swordsman for 5 months. >
I think you'll find you were hitting something that was Vuln/ to either Blast or Kinetic, whichever you were using.
Because AP2 vs. AR0 works just fine for my Energy Laser Carbine, when I use it against something that has a resist.
< They should be fixing that soon because Jedi lightsabers are Ap2..and they have complained about the fact their AP bonus is broke against stuff. >
This actually proves my point.
What they're *actually* saying is that their AP2 doesn't count, because all critters are Vuln to Lightsaber damage.
This has nothing to do with the critters AR at all, and everything to do with how Vuln works.
*rolls eyes*
than i suppose the TWO correspondants (former) in my guild dont know **edit** they were talking about. Im sure theyd love to hear it.
But that aside.....if soemthing has vulnerability with no resist, it counts as Ar0.....if soemthing has no resist and is unarmored (liek a player) they count as having AR0 as well.......so really either way you look at it...its the SAME thing.
THey may have fixed that in publish 9...i dont knwo id idnt see anythign in either the rleased notes or the TC notes ( i play on TC as well) that said they had alrdy fixed it.....and i picke dup carbineer right b4 Pub 9 and havnt checked the math on any of my laser carbiens since then.
But every swordsman weapon is AP2, and i think its safe to assume that after playing as an MSM for 6 months i migth have soem clue as to what im talking about.
The boy's right. When armour has a vulnerability to something it is classed as AR0 in the damage calculation. You do not get any bonus when hitting AR0 hence why unarmoured players take 100% of damage and no more.
When the Devs were talking about giving wooks natural AR1 resists (of about 10% or so)to certain damage types instead of armour, this idea was rejected. For example AP3 vs AR1 would result in more damage being recieved than an unarmoured AR0wook would receive.
There's a cracking FAQ somewhere that explains this all.
- Ymo