Carbineer Archive
Thread: Status of the Carbineer Specials
[old info removed]
Message Edited by novamarine on 03-15-2004 01:07 PM
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.
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.
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?
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.