Carbineer Archive

Thread: Breakdown of Carbine Specials

sehkmahBH
Tue Aug 19, 2003 2:40 am
#40

Stuff isnt in the manual cause they decided to not document anything...gun stats, AR mechanics, armor stats, etc....


They are just trying to be consistent. After all, if they properly documented one thing and not the rest, it would make it even more obvious to people how horrible the documentation on the game is.




"We shall send a river forth unto thee, and teeming with souls shall it ever be......"
Andii
Tue Aug 19, 2003 12:54 pm
#41

It's not in the manual because it could always change. No one wants an outdated manual with false information.



And, I was in a duel in a cantina, both of us started as kneeling, I actionshot1'd my opponent and he went prone. So, I think it DOES work from stances other than standing for posture changes.

AriousKuunair
Wed Aug 20, 2003 11:34 am
#42

I was unaware that actionshot1 caused creatures to 'posture down'. I was always using suppressionfire1 which seemed to stop most yellow and red con creatures for me. So to let everyone know, suppressionfire does work on creatures, although I found it does not work on the creatures with levels of 30 or higher.


I will have to start using actionshot1 now and see how that works out.

SOJ
Thu Aug 21, 2003 7:57 am
#43

Suppresion Fire 1 and 2 were fixed with the update and they now lower posture correctly. They also fixed Wild Shot 2 AE not working in the update, however, it still seems to have that area attack problem that we have with full auto area. Other than that, for the most part, everything is still pretty accurate.
Soren_dVinn
Thu Aug 21, 2003 8:42 pm
#44

I don't know if this has been said yet.. but just to re-iterate from my massive amounts of testing:


actionshot1: bleeds action pool of your target and anything else in the cone... and almost always lowers your targets posture


actionshot2: bleeds action pool of your target and anything else in the cone... sometimes lowers your targets posture but has a high chance of lowering the postures of those in the cone.


To give an example of a typical fight sequence I have with a pack of aggros, I will choose a target and hit it with actionshot1. Typically the target is lowered and bled... and as his buddies (also bleeding)run in I will actionshot2 on my initial target again.. not only keeping him down but lowering all his buddies and bleeding them with a stacked bleed effect.


So now I am holding off 4-5 enemies using actionshot1/actionshot2 combos... using a very low HAM cost DH17. Lucky I am a doctor so I can heal my action pool fast!


Now in-between actionshot1/2 spams, I am using normal fire on my initial target, hoping to get a random hit on it's action pool to accelerate the bleed death (and also getting XP). As soon as he dies I switch again and continue holding them off.


Anyway, most of you guys wouldn't be able to do this on anything other than low to mid level mobs because the action pool HAM cost is too high. But believe it or not, I've held offa pack of wrix (mottled and grands) using this technique.


Anyway, just an example of how you could use your moves in certain situations. Certainly helps in group scenarios with melee friends.. cos' you can posture lower the area and let them cause more damage.


Now if only there was a Full Auto Area for action pool





Soren Medicorp
Soren d'Vinn, Master Doctor of Scylla
Soren MediCorp at 6500,3800 Kaadara, Naboo

SSG: Scylla Surveyors Guild
http://ssg.ordo.cc

AriasImmortal
Sun Aug 24, 2003 1:48 pm
#45

well, do to our experimentation of actionshot 1 and 2 on krayts, it seems they stack (at least on krayts). the most profound example was when it wasafter we were all incapped or dead, the krayts action bled from 3/4 to 1/4, which is about 15k action. suppression fire doesnt posture change them but it does seem to stop them from moving for a few seconds. could this be a bug?



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

Kaffis
Sun Aug 24, 2003 3:35 pm
#46






AriasImmortal wrote:
well, do to our experimentation of actionshot 1 and 2 on krayts, it seems they stack (at least on krayts). the most profound example was when it wasafter we were all incapped or dead, the krayts action bled from 3/4 to 1/4, which is about 15k action. suppression fire doesnt posture change them but it does seem to stop them from moving for a few seconds. could this be a bug?




No, it sounds like they just lack kneeling animations, and it took a few seconds for them to stand up again, even if you didn't see it. Did you check to see if their posture icon (next to your target bar) remained at standing?
AriasImmortal
Sun Aug 24, 2003 6:18 pm
#47

posture icon didnt change at all, i watch it ever time i use suppresion fire on them



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

Deyvon
Thu Aug 28, 2003 12:12 am
#48

Supression Fire / Action Shot works as a posture change on all mobs (all cons, I've tested it). You won't see any change in the mobs posture icon or in their posture animation, but they will pause for about 5 seconds before they start running after you again. On humanoid mobs, you will notice the posture icon and animation changes.



...
Go-Go Yubari
azrekel
Mon Sep 01, 2003 12:58 am
#49

i have noteced that with Suppresion Fire 1, that it dose show the posture down on ceaturs. they will stay down untill u hit them again, so u will folow up with full auto single. and i would also like to mention that suppresion fire 1 is in the marksmen ranged weapon support tree level 4. not in the carbener skills at all, i know this because i am not yet a carbineer and i used it all day yester day to grind out the exp i nneded to get carbine 3 & 4 in the marksmen tree.



If u live your life veiled in obscurity, then only you death will be remembered.

death is but the end of our long hard road. the proof of a man's worth is not in how he walks that road but how he meets the end of that road.
Hydrotricithline
Mon Sep 01, 2003 4:14 am
#50

Major gripes about these..


Legshot3 apparently aqquired about a 90% chance to stun .. without hitting patch notes.


Burstshot2 .. no reason to use vs cripple shot it's costs are almost identical.. and damage is poor


Crippleshot: The fact that it doesn't target specifically the action pool.. major let-down.


Wildshot1: The fact that legshot3 now gets stun .. makes wildshot 1 irrellivant.


And why do we get stun again?


Pistoleer.. and riflemen get great effects on their clases.. blind.. dizzy.. and so forth.


We get stun .. meaning that melee that is chasing you (that will never catch u btw) .. means you'll die in 3.5 hits.. vs the original 3.. whoop.


And with the ham costs on all these.. You'll probably kill yourself before they even touch ya




My thoughts;

Not yours.


-Tumblak Illumanaki-
"Spreading lies and misinformation since 04/15/2003..."
C-type
Sat Sep 06, 2003 2:34 pm
#51

Actionshot1 and 2 where the things I found really usefull (I am but a novice carabineer) and now thats nerfed beyond belief. I thought carabineers where supposed to be able to do crowd controll. Now its just a posture down for half a sec and then it always fails..... Im gonna play another profession.



[_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-]

Please excuse my cynical, somewhat grumpy posts sometimes. I'm a DE.
Kaellok
Mon Sep 08, 2003 8:47 am
#52

/bump to keep it on the front page =)


and c-type, i'm almost a master carbineer and i relied mostly on as1 and as2, with crippling shot thrown in every now and then for good measure. with a medic, i'd diversify and use some legshot2 (3 is worthless, since its the exact same) and full-auto (single and area).


anyone who has found a way to solo w/o using pets, please tell. got a tip with /warningshot, i'll try that out. eh, was gonna say something else, but my brain forgot it. oh well =)

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