Carbineer Archive
Thread: Suppression Fire is CHANGED/FIXED
TAfirehawk wrote:
weaponmaster88 wrote:
TAfirehawk wrote:
Guess I can't be any more plain, I said LIVE and I meant LIVE......tons of things get tweaked/fixed/changed that don't appear in the Patch Notes, it has been that way since Day 1 folks.
And yes I tested it on Chilastra and it works. I was able to kite a group of CL81 Bols on Dant with a Cone Snare
Like I said, this is a group PvE type of Special meant to save the Carbineer's arse, not kill things. Unfortunately I don't know if all the Devs intended features are implemented on LIVE and it looks like my suggestions to make it viable in solo play wasn't implemented.
And no, PvP is not the place for Suppression Fire.....it only slows things down that rush directly at you.
wish i had your luck... i tested it on a group of lvl 82 gurks... snare lasted 3 seconds then they all charged me and incapped me... is that how long its supposed to last? warm-up is definetly gone though
Snare is supposed to last 2 seconds but I didn't time it.....I ask for 3-4 seconds in the Corr Forum to give us a chance to fire off Full Auto Area in between Suppression Fire. So yes that is how long it is meant to last.
This is meant for GROUP PvE and to a lesser extent group PvP.
yah its about 2 seconds. actually very effective if you keep running and reusing it every third shot. i managed to solo 5 lvl 82 gurks using FAA and Supression fire alternating.
Is there no longer a warm up on the special? Would be useful if you can do this while moving.
Ehon - Radiant
Crash752 wrote:
Is there no longer a warm up on the special? Would be useful if you can do this while moving.
Ehon - Radiant
no warm-up, you can use it while running like a manic through the woods
JanuHull wrote:
This should be an interesting shot for PvE groups like we do on Dantooine. We have a Master Defender Jedi use AOE attacks on the lair of 78-82 level pikets and bols while the ranged people slam away with AoE from a distance. One of the big problems we have are groups of mobs breaking off to engage the ranged people, and this may serve well keeping the group concentrated on the Defender.
I actually tried one coneshot as a testin just such a scenario while about 50 pikets were on the tank. All the pikets left him alone and came for me in a stampede. I was smart enough to have my speeder bike at my side and hopped on and got away... it was pretty funny. Carbine shots rule for generating aggro. It looked pretty neat in my combat log though.
Don't ask me how those guys got all those pikets out of one lair, but they did and it was lag city. What a sinking feeling to see and hear all those pikets charging at me.
i know what you mean.
i was hunting with 3 jedi and several ranged players and a master swordsman yesterday on tat, but some how i was pulling the argo of the creatures pretty offen
Ayami-Ayami wrote:
^^^
i know what you mean.
i was hunting with 3 jedi and several ranged players and a master swordsman yesterday on tat, but some how i was pulling the argo of the creatures pretty offen
Carbineer seems to be the offical tank of the game atm. No matter what weaponI use, low or high damage, everything comes after me as soon as I lanch a shot including range shot.
I've had aggro issues up the wazoo, but the group I was with revealed unto me the problem. Our primary tanks are Master Defender Jedi who use only their default attacks to strike enemies or the minimum number of AoE attacks to get the mobs' attention. When I wail away with Improved LegShot, I'm outdamaging them about 2 to 1, so my suggestion for you guys running in the groups, watch the damage numbers carefully and regulate your shots to stay in the low to mid damage range.
Sometimes showboating how strong we can be isn't the smartest choice.