Carbineer Archive

Thread: Status of the Carbineer Specials

novamarine
Sun Jan 04, 2004 10:17 am
#1




[old info removed]


Message Edited by novamarine on 03-15-2004 01:07 PM

BigTrizzle
Sun Jan 04, 2004 4:00 pm
#2

Very nice... Taking first opportunity to get first reply. I like how you did that, broken and redundant, I couldn't have put it better myself.



-elzzirtgib-
JerikArca
Sun Jan 04, 2004 4:39 pm
#3

As previously posted...very nice. I hope the devs see this.



"If we make enough of a fuss we might get the attention of the devs."
"Long Live the Empire"
Colonel Nom Anor
Rebel-Ira
Sun Jan 04, 2004 6:25 pm
#4

I have used wildshot / wildshot2 quite a bit and do not find it redundant. Although the pool damage is random it hits the mind pool more often than other random shots. Additionally the stun lands more reliably than autoshot. So this is my area affect shot of choice in pvp.

novamarine
Sun Jan 04, 2004 8:35 pm
#5

Both wildshots are slower and lower damage than their fullauto counterpart. With fullauto also having a chance blind, which is far more valuable in PvP, and I don't see how you could say wildshot is better than fullauto.


It's lower damage, slower firing and only does 1 of the 2 states another special does. That is the definition of obsolete in my book.


If you don't believe me, check my other thread on the damage, speed and HAM modifiers of all the specials.

TrassNimode
Mon Jan 05, 2004 12:30 am
#6

I can't fully agree with suppression fire 2. It might possible have a BETTER chance to posture down then suppression fire 1 and action shot 2. Anyone test this?



Vane-Bothan Master Carbineer-Radaint.
Tyler-"And why would anybody want this $hit job?"
Jack-"Because it affords him other interesting opportunities."
Tyler-"Like splicing single frames of porno into family films."
Jack-"No one knows they saw it, but they all did."
Tyler-"A nice big c0ck..."
Kaffis
Mon Jan 05, 2004 7:00 am
#7

I don't consider wildshot redundant with FA's, or at least, I wouldn't if stun was more valuable than just an unknown bonus. If I want to apply stun, wild shot is my go-to shot, because it's far more reliable than fullauto. However, if it's a ranged combatant (and thus blind is effective), typically I've got a good chance of stunning by the time I blind with fullauto. In that case, it's somewhat redundant, I suppose.
DuelingMaster
Mon Jan 05, 2004 7:42 am
#8

very clear and concise, great for teaching novice carbineers what to train in ty
novamarine
Mon Jan 05, 2004 7:47 am
#9

Please also remember that Legshot2/3stuns as well. IMO they will almost alwaysapply it on the first try.


The idea behind labeling some specials redundant is to get them improved. Hopefully you have read and participated in the carbineer class distinction thread. I am targeting these 4 redundant specials to be retooled. However, if people feel very strongly they like wildshot as is, I won't make any recommendations about these 2 specials. Personally, I think we can do better with a different special.


Are the wildshot1 and 2 specials redundant?



DuelingMaster
Mon Jan 05, 2004 11:16 am
#10

can anyone plz answer my post about my noob questions plz, sry for hijacking the post, just need some help
Rebel-Ira
Mon Jan 05, 2004 5:20 pm
#11

I am with you Nova, fullauto / fullautoarea is the bomb, it is my stand by in all situations.


I do find that the wildshots hit the mind pool more often so I will use them in PvP, as that is often the pool you win with. I have not done extensive testing on this, my evedence is ancedotal. If contrary to my held opinion it does not hit the mind pool more frequently, then yes I agree it is redundant.

Kubernetes
Mon Jan 05, 2004 6:37 pm
#12

Well, one reason that some people don't go with the FullAuto line is that they're extremely draining on the HAM. I don't care anymore since I get full buffs whenever I play, but it was certainly a concern before I became a doctor.



Hasdrubal Carthago/ KNR/ Valcyn

Master Doctor/ Novice TKA/ ex-Master Carbineer
Doctors' Motto: Stop the Tumble Monkeys!
Kreetlejuice
Mon Jan 05, 2004 6:49 pm
#13

Cool, any word from the devs on whether or not dizzy will be fixed ?
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