Carbineer Archive
Thread: I think I know why we stop when initaiting combat or getting hit.... just think for a sec plz.
Actually its because the default run is different from how run you with a carbine. If you notice you stop because youre pulling out your carbine like youre going into attack an stance. The only weapon that does not do this is pistol because runing with a pistol is the same animation as runing with out it. So when you enter combat with a pistol, its no different.
This is my thought on the subject, the reason why carbineers stop is because of the 3 line in our profession, counter-attack??? Just a thought cause every time you get hit u stop and fire... and if it is the reason why we stop.... can we get rid of it plz cause when multiple PC attack me I'm just stuck there taking the hits till I'm incapped... (If not taking out this then make it so counter-attack is better, I mean doing more dmg then a regular shot because stopping while initialiating/taking a hit causes more death than it is helping. Carbineer's are suppose to be assualters, run around and shoot not stop and shoot.
Also for Charged Shot, seriously can we get rid of the animation..... I think it slows down our rate of fire just jogging toward the target like a panzy I must say and throwing our left hand like taking a bow..... Nor is running toward the mob or PC (especially commandos, I don't want to get closer just to catch a fire... not to mention chargeshot doesn't seem to work from far range, u miss alot - but since the patch u take more hams for doing it)
Just my opinion as to why we stop during combat.... could be wrong (most likely... maybe... kinda late for me =/). I would really like to get to the bottom of why we stop during combat... is it just carbineers or other professions as well??
SkyyZeRo - Corbantis 2nd Lt. - ASAT
Carbineer/Creature Handler
TKAs do have the stop when attacked problem. All combat classes except pistoller do. Never heard of the DH17 pistol causing that, interesting though.Sure it wasnt the DH17 carbine?