Carbineer Archive
Thread: Carbineer Specials Info
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Krondore
Tue Jan 04, 2005 12:36 am
#40
OMG! Betatoxin. Does it really matter or not? The fact that you would even post such a heinous bunch of psycho babble means that you should spend you time else where. Weather is was a joke or not a joke doesn't even matter because this post is all about the carbine specials, which I might add, were done very well. They really help me with which carbineer box's I choose to get first. Don't put someone down cause you feel like you are on a power trip or something just cause of a few extra words at the end of a paragraph. It is comepletly uncalled for. As well, the fact that you conceeded to post again after that just shows very little respect for the person that went through all the trouble to create this post. I almost feel offended to even read your postings. Please just be a bit more responsive and a bit less judemental. Best wishes to you.
Duskao
Master fencer
Carbineer 2-2-0-2
Smuggler 0-3-1-0
Sylow
Wed Jun 08, 2005 6:47 am
#42
cpz wrote:
Any Carbineers have an updated version of the CU Specials?
Hmm, don't find it right away, but it's rather easy, anyways.
- Ranged Shot: Basic attack, use it whenever your action goes low
- Placed Shot, Aimed Shot, Overcharge Shot: they are not worth it, SAC is similar to better specials, damage is inferior, no special effect.
- Firearms Strike: nice at lower levels, knock an enemy to the ground when in melee range. Gives you a moment if you want to run, otherwhise in total the effect is counterproductive.
- Roll Shot, Dive Shot, Kipup Shot: firing while changing your posture. Rarely used, except Kipup Shot after being knocked down. You don't loose an attack that way while standing up, that's the only real thing about them.
- Rapid Fire (also in improved and advanced version): should be our main damage special, currently not really convincing.
- Scatter Shot (also in any version): rather worthless, damage is better than displayed in the log, still the special is not convincing compared to legshot
- Full Auto Area: nice thing when fighting multiple low level enemies or when all agro is on you, anyways. Attacks multiple targets, so expect to be attacked back from any possible enemy in range, handle with care.
- Legshot: as long as you have action to spare, this is your best attack. Highest damage multiplier with SAC cost similar to all other specials, decent delay.
- Crippling Shot: snares your target, snare effect has acceptable durability. Mostly useful when fighting opponents with lesser range than you. (Most creatures, melee fighters, pistoleers.) Snare them, run away, fire at them while staying out of range for their attack.
- Charge Shot: fist in the air. Many people hate the animation, but it allows you to knock a target down at range. The target takes 20% more damage while being knocked down, which usually is about 5 seconds or 1 attack from everybody firing at it. Very useful.
- Suppression Fire: Spamable snare. Snare effect lasts only for short, but can be applied soon again. Also, the effect is only applied on enemies which go for the carbineer himself. In theory it can be helpful, in practice, few people (if any) actually reported of getting good use of it yet.
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