Carbineer Archive

Thread: Official Top 5 Issues 4/9/04

TAfirehawk
Mon Jun 14, 2004 6:44 am
#40






MehoKaric wrote:
"One thing that IMHO I believe would open up combat tactics more is for 'state effects' to actually be able to land on high-end creatures."

Hmm, I've been doing carbineer for a while now, and I'm 2-2-1-1, and I went hunting on Dathomir earlier today, and was able to get stun and dizzy to stick to a Bull Rancor pretty easily, maybe 1 or 2 tries, using FAS2, then Burstshot for the damage once I stuck em.






Go play with 20 Bull or Enraged Rancors and see how it goes....


Then go play with some mid to high level Nightsisters and see how it goes....



Oh be sure to Insure



Forgot one thing, FAS2 does more damage than BurstShot2......and there is no way you are capped on speed at 2211 Carbineer, unless you have BH.


Message Edited by TAfirehawk on 06-14-2004 09:45 AM



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

AgeOldMyth
Mon Jun 14, 2004 7:12 am
#41

"Without the ability to target mind, carbineers must attack either action or health."


Action attacks are way to expensive so its just health. Also, even though youre doing health attacks, sometimes the action bar will go down more than health. At which time, I switch to a couple of leg shots to finish off the target. This is rare though because it usually takes more than 2 action attacks to take down the target and it starts getting prohibitive.


Another issue:


Attack Descriptions are Wrong

I dont know what half those attacks do. They say 1 thing, but do another. I dont know which is a AoE attack and which is not. Often-times I use an attack and lure multiple targets to me.


Solution: Fix the description of the attack. Its just text. Write something like "AoE Attack:[insert accurate description here]


Speaking of which, is therea list of carbineer attacks 'real' effects?



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TAfirehawk
Mon Jun 14, 2004 7:50 am
#42

Read the STICKY posts....there is no question what is a single target Special vs. a multi-target Special.


And our Specials are not AoE, they are Cone Effect.....big difference really.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Mon Jun 14, 2004 9:43 am
#43






MehoKaric wrote:
Nah, I dont have any BH, and I know I'd get stomped against high level GROUPS, but I think he meant he couldnt get it to stick at all to any amount of high level stuff, which was what I responded to, is that it's not hard to stick a state to one high level baddie

Also, I've done alot of checking, and hit for hit, I ALWAYS do more damage with burstshot1 than FAS2. I've tested it alot on everything imaginable from crystal hunters to rancors to quenkers, and I always do about 100-200 more damage with burstshot1. My max with my Elite has been about 1600 without upgrades using burstshot1, and about 1400 with FAS2. Upgraded, I can do 2200 or so with birstshot, and 1900-2000 with FAS2.






Like I said, go read the STICKY posts....


DPS is higher on FAS2 than any other Special a Carbineer has.....PERIOD. The numbers do not lie and we are not talking about max damage every once in a blue moon





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

kensaki
Tue Jul 06, 2004 1:18 pm
#44

I agree with you to a great point about a lot of your ideas however i think the most important thing should be more defenses i think it is just wrong that melee out does everyone in defenses and also the carbineer should get and this goes for carbineers and bountyhunters because this screws them all over in pvp is a lower cost in ham so that they can keep attacking with out having to put to much focus on healing yourself and not having to make sure that your not going to die by simply weakening your self. Carbineers and bh should also get another type of carbine such as stun or i also like the idea of lighting style as well.



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Dragonsmacker
Thu Jul 15, 2004 5:39 pm
#45

gj Nova
Randak2004
Sun Jul 18, 2004 2:55 am
#46

lol, the funny thing is that i left 3 months ago, came back to the game today, and they still havent fixed the HAM costs



HaZaRd-CautioN
Wookiee Bounty Hunter/Tempest
0,1,1,1(so far)

1 OF 4 CautioNs
TAfirehawk
Sun Jul 18, 2004 6:22 am
#47






Randak2004 wrote:

lol, the funny thing is that i left 3 months ago, came back to the game today, and they still havent fixed the HAM costs






The HAM cost fix is way down on the list....there are plenty of other things that are quicker to fix that will make a bigger difference. And as long as buffs stay the way they are, who cares about HAM costs.....





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

AbdoArgentius
Fri Aug 06, 2004 4:37 pm
#48

I like Xieflow's idea for a new carbine type. Especially with the different damage. Blast would be great and would add a new use for Carbineer in the GCW. With some of the tougher targets (Turrets, AT-ST's, etc) that are vulnerable to blast the carbineer would have a use! Especially as most of these targets are immune to specials. (I'm still waiting for that block turret to get dizzy and fall.......) I've played almost all the other combat professions and am now just starting Carbineer for something new. There's some useful things but if I wasn't a combat medic I'd be afraid of any PvP!



Meskan Archer
Imperial Secret Research Division

"I've thought about what you said. I've decided, to shoot you anyway."
TAfirehawk
Fri Aug 06, 2004 8:18 pm
#49

Just as I hope Kinetic stays Melee, Blast should be the realm of Commando only.....let there be SOME distinction out there





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Warmaker01
Mon Aug 09, 2004 1:44 am
#50






AbdoArgentius wrote:

I like Xieflow's idea for a new carbine type. Especially with the different damage. Blast would be great and would add a new use for Carbineer in the GCW. With some of the tougher targets (Turrets, AT-ST's, etc) that are vulnerable to blast the carbineer would have a use! Especially as most of these targets are immune to specials. (I'm still waiting for that block turret to get dizzy and fall.......) I've played almost all the other combat professions and am now just starting Carbineer for something new. There's some useful things but if I wasn't a combat medic I'd be afraid of any PvP!







My main is a Master Commando dabbling Carbineer/BH Carbs. I'm firmly against Blast Damage valued Carbines. Blast Damage was supposed to be a vulnerability Commandos could exploit vicously. Unfortunately, that's not the case:


It's bad enough that Riflemen and Swordsmen outdamage us Commandos against heavy equipment like Turrets and AT-STs (Kill one with a stick! Be more efficient!). Swordsmen and their Powerhammers, combined with their speed, is far more effective in dealing with turrets in the GCW. Pistoleers with Commando 0000 are infinitely more capable with the Commandos' very own Launcher Pistol than a Master Commando without Pistoleer. Commando itself has no mods or specials for the Launcher Pistol. That is soooo wrong on many levels. Our Rocket Launcher is an insanely expensive consumable w/ 32 uses at best. To top it off, Weaponsmiths hate making these things as it is VERY intensive on time and resources.


I can't imagine the amount of damage a Carbineer with a Blast Damage Carbine could do in the GCW. Our accuracy is good, esp. with the BH Carbines being added. Our speed is good. While our Carbines may not have the flashy damage as Riflemen, combining our speed and accuracy makes it up. With blast damage, Carbines will wipe up the floor in taking down big equipment in the GCW. It'll be another pile of dirt thrown onto the Commando Professions' freshly dug grave.


darkjedidroid
Wed Sep 15, 2004 1:23 pm
#51


1. carbineer/carbine weapons ham is way to high, it needs to be lowerd


2. carbineer needs more state def .ex dizzy, stun, posture change, more in knockdown


3. carbineer needs melee defence.


4. no stun carbine


5. need atleast one specail with mind damage
Elapidae
Wed Sep 15, 2004 1:36 pm
#52






darkjedidroid wrote:


1. carbineer/carbine weapons ham is way to high, it needs to be lowerd


2. carbineer needs more state def .ex dizzy, stun, posture change, more in knockdown


3. carbineer needs melee defence.


4. no stun carbine


5. need atleast one specail with mind damage




don't really see the point of you posting this, as it has been said before these issues are completely nullified/irrelivant with the combat revamp.




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