Carbineer Archive
Thread: Carbines vs. Armored/Buffed Player...
Having our specials fixed and then giving us a Blast weapon?
That's not going to make us too many friends ![]()
Making it blast would not make it any more effective than energy, acid, or stun when facing a player in composite armor (the focus of this thread). Only stun damage would have a better effect, and without AP1 it would still pale in comparison to the Jawa ion rifle.
Tubias wrote:
heres the prrpersition, MAKE THE EE3 A STUN OR BLAST DAMAGE WEAPON.
Answer to this problem: Match Master Carbineer with Novice Medic and Blue Milk. Do NOT STAND STILL, stay mobile. Use cover, whenever possible, use buildings when you fight in cities. Buy those seconds to drop a stim orclear your que for a blue milk. When you attack, go full throttle with your fastest specials, FullAutos or BurstShots. Damage per shot is pointless, its damage per second or nothing. Apply your states and keep a finger near the ChargeShot fastkey when you get crowded. Do not hesitate to use BurstRun if you have to.
On your end, stay armored, stay buffed.The only key buff is Stamina, the doctor can tank every otherbuff you get except this one and youcan still work with it. Skip the brandy and go with Vagnerian Canape. Its a higher buff to your Mind secondaries and you want your drink capacity free for blue milk. Put your helmet on a fastkey, keep it on when you fight, drop it the instant you get free of your enemies LOS to increase your recharge rate.
For damage to your enemies when their buffed, don't worry about the Health or Action unless you're lucky enough to have a high damage, high speed carbine, watch the Mind and use specials that have a chance to target it. With both of you armroed and buffed, its an endurance match of the blue bar, the faster it goes, the faster one of you dies. Make a DeathBlow fastkey with a macro that is simply: /DeathBlow; If you get an Action or Health incap, tap it fast, they won't be down long. Mind buys you a little time, but don't count on it.
You're weapons for PvP, which we've covered here, should be at least AP1. They should be the fastest possible weapons you can get, anything slower than a 2.0 weapon, forget it. Even that's marginal. Keep the damage range tight using power ups that bring the minimum damage as high as you can, use a min damage/speed power up if you havea weapon that's damage sliced. Carbineers have long had accuracy issues, so jack your rate of fire up as high as possible and increase the number of shots that can hit your target rather than juicing up your damage and praying for a cannon shot. Keep in mind this will increase the probability of landing state effects, and with reworkedDizzy coming you WILL want to put that on your target ASAP, so don't dawdle about it. Be a pirahna, not a shark.
While not quite the same as PvP, go to a Crackdown city in the off hours and take on the stormtroopers solo. I've gone 6 or more to 1 at a time and walked away with my ass intact against them in most cases. My typical stay in a city like Mos Espa is anywherefrom 15 minutes to 2 hours without being taken down.Stormtroopers use specials these days, so you get the exposure to what your PvP enemies will be trying on you. I've been Dizzied, Strafed, ChargeShotted, Bled, StoppinShotted, FullAutoed, the works. I once took on a Crackdown drop team and had every state special except poison and disease on me inside three seconds and still moshed them as a pure Carbineer. Its not the same level of intensity, but its sufficient training to expose you to the elements of PvP in an environment that's slightly more forgiving.
Message Edited by Rorenikibi on 03-11-2004 09:52 AM
Nerf armor down to 60%-70% max would be my suggestion. Cap of 90% on armor is just plain stupid. Imagine if the PSG worked......
Crafting changes could do this, but there is so much "pre-nerf" stuff that would still be tough.
Only true way to do this combat revamp and overall balancing is a FULL SERVER CHARACTER WIPE. Lets admit it, this is just Beta 4.....and we paid for it..... /slap self .....
Rorenikibi wrote:
Or just do the smart thing, drop the PvP damage reduction, double or triple the HAM on Player characters and keep one damned damage system. With no reduction and 2 or 3 times the base HAM, 2000-3800 point buffs aren't as overpowering as they are now.
Not sure that solves the Armor problem, but with the increased HAM of creatures this may be what SOE is doing....