Carbineer Archive
Thread: Carbineer Special Info (Updated for Publish 7)
NotGyre wrote:
I find it only seems to work for me if I'm at close enough range that the charging animation takes me within melee range of the target. Is this the case for others that have said it works for them?
I haven't noticed anybody else complaining about the animation butI hate that it runs towards the target. If I wanted to be at short range I'd have run into short range and NOT be trying to knockdown my target.
I just got ChargeShot2 a couple nights ago and I have gotten multiple knockdowns on tight groups at Fort Tusken. I haven't tried it anywhere else yet.
I getKD's at all ranges - from Max to Melee... could your accuracy mod have something to do with this??
Tested Wild shot tonight. Compared it to Fullauto single2 in regards to how well it lands the stun. Wild shot lands the stun about as often as sprayshot does, maybe even better. Fullauto single2 lands the stun much less frequently then wild shot. Wild shot landed the stun on an average of 2 shots, full auto did it on average in about 4 or 5 shots (tested on Bol, dantoine).
Also, tested how much more effective landing the KD is when the target is stunned, and just as I expected it made a huge difference. I always thought it did, but did not realize by how much. When I would stun the bol and then use fire KD, the bol would only fall after on average 5 or 6 shots. If the Bol was stunned it fell on the first try nearly every time, but no more than 2 tries were needed.
So, you want that KD to stick, use the stun before the KD. Wild shot 2 followed by charge shot 2 should have a devestating effect against crowds, will try that when I have them both. Go out with a rifelman freind, have him fire a couple rounds of flurry 2 into the crowd before your charge shot 2 and after your wild shot 2 for a real good time, hehe. In under 5 seconds you could have 8 storm troopers flopping all over the place, hehe.
Kaldur wrote:
I don't know if this could be of any help but I use this combination in 120 LvL. missions and it works almost all the time:
1) Wildshot2 - Area Stun
2) FullAutoArea2 - Area Blind and Dizzy
3) ChargeShot2 - Area KD
That way everybody will be bouncing off the floor all the time
P.S: I wish there was a "Area" SupressionFire2, that would be sweet to KD everyone with the dizzyness...also the dizzy effect is way too short for carbines.
Note to Devs: why is it that Carbines are so nerfed for damage? If that is so, you guys (Devs) should improve the time on the status illnesses created by carbines; blind, dizzy, stun etc...it's just fair with us carbineers.
FAA2 does Stun as well so why use WS2?
ActionShot2 is the same posture change as SF2 but with the AoE and bleed and Action pool only.
As far as damage goes I can easily double the damage of a Master Pistoleer in PvE.
Carmien wrote:
Has anyone else been getting 1 point hits with Scattershot1? I repeatedly get damage of 1 when I hit with this special. I have given up using it. Seems like a broken special to me.
Cheerz,
Cayne
Maybe I feel like being nice.....maybe not.....hmmmm.....CarbineerFlameSingle1......
It is NOT broken, look above the target's head and the target's HAM bar.......this is months and months and months old.....along with being covered in posts here.....
TAfirehawk wrote:
And you thought THAT was a flame? LOL
Kindness is a virtue. ![]()
The game can't register multi-HAM hits, it states everything as "1" damage in that regards, but actual damage is applied.
See, it's easy to be nice.