Carbineer Archive
Thread: Counter Attack Vs. Dodge
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Saborcoco
Mon Sep 06, 2004 10:06 pm
#1
Heres a question....
What are the advantages and disadvantages of Counter Attack compared to Dodge....
Im having trouble deciding wether to go Carabeen or Pistol and i think this dilema is the issue.......
TAfirehawk
Tue Sep 07, 2004 8:07 am
#2
1. Dodge "activates" about twice as often as Counterattack on most things.
2. When Dodge "activates" you lose one attack, but Counterattack doesn't make you lose your turn.
Life is full of compromises 
JanuHull
Tue Sep 07, 2004 10:48 am
#3
Yeah, i will say that Counterattack does work.
My comparison is my recent template grinding towards a Carbineer/Pistoleer/BH mix.
When I'm on the battlefield using Carbines, I'm pretty much impervious to major damage unless I decide to tangle with an AT-ST.
Using Pistols, I take a beating.
The template for comparison. Master Carbineer/0440 BH/0033 Pistoleer. Now to be honest, I dodge fairly often, even though I barely have anything in the skill. With Carbineer, the counterattacks are almost transparent. You don't even realize you counterattack unless you're monitoring your combat log and see a default attack scroll by.
TAfirehawk
Tue Sep 07, 2004 11:54 am
#4
JanuHull wrote:
With Carbineer, the counterattacks are almost transparent. You don't even realize you counterattack unless you're monitoring your combat log and see a default attack scroll by.
That is why so many people, including myself and 99% of the people here, thought it was broken on the countering of the next attack part.....
And truth be told, I think Dodge's rate of activation is the one that needs fixed, not Counterattack........SHHHHHH..... 
TAfirehawk
Tue Sep 07, 2004 1:01 pm
#5
Whenever I get power restored from Frances.....I will pickup a Pistol and test Dodge some more.....
The animations are often misleading....except the obvious move 5m closer so when my KD doesn't land I am now in range to be killed 
blaketheone
Tue Sep 07, 2004 2:57 pm
#7
dodge anytime i beleive. but counteratack works prety good. and block just plain out sucks
JanuHull
Wed Sep 08, 2004 12:55 am
#8
TAfirehawk wrote:
JanuHull wrote:
With Carbineer, the counterattacks are almost transparent. You don't even realize you counterattack unless you're monitoring your combat log and see a default attack scroll by.
That is why so many people, including myself and 99% of the people here, thought it was broken on the countering of the next attack part.....
And truth be told, I think Dodge's rate of activation is the one that needs fixed, not Counterattack........SHHHHHH.....
Well, its kinda fair in the long view. Pistoleers get hosed on their evasion skill (which actually does not affect rate of fire that I've seen, its an animation issue, not interference) and we get screwed with ourChargeShot flying elbow maneuver.
JanuHull
Wed Sep 08, 2004 6:04 am
#9
I did some careful checking last night. Dodge does not appear to interfere with your ability to shoot. Its just an animation issue. I was using a macro that fires StoppingShot once per second with a 1.8 speed FWG5 paired with a +3 Pistol Speed SEA, BH Pistols IV, and 0033 Pistoleer.
I was easily capping shots once per second and even when I had multiple Dodge activations, the target highlighted continued taking damage.
Yeah, this is a little off track for Carbineers, but with so many of us crossing over into Bounty Hunter, its inevitable that some of us will take advantage of the extended abilities offered to us.
TAfirehawk
Wed Sep 08, 2004 7:11 am
#10
Thanks for the info Janu.....
Seems Dodge also counters....lovely....should have known.....
"If this game didn't have any bugs, then it could fit on ONE CD!!!!"
JanuHull
Wed Sep 08, 2004 10:02 am
#11
TAfirehawk wrote:
Thanks for the info Janu.....
Seems Dodge also counters....lovely....should have known.....
"If this game didn't have any bugs, then it could fit on ONE CD!!!!"
Not a counterattack, it just never interferes with the base rate of fire.
TAfirehawk
Wed Sep 08, 2004 1:00 pm
#12
JanuHull wrote:
TAfirehawk wrote:
Thanks for the info Janu.....
Seems Dodge also counters....lovely....should have known.....
"If this game didn't have any bugs, then it could fit on ONE CD!!!!"
Not a counterattack, it just never interferes with the base rate of fire.
LOL
That IS a counterattack.....Dodge/Block should take ONE attack turn....oh well.....
La-grange
Thu Sep 09, 2004 1:52 am
#13
It would make sense if counterattack/block fired off as much as dodge/jedi block. The defese mods are about the same across the board. Thing that doesn't make sense is jedi block at +85 blocking as much as it does. Or jedi block blocking all damage while rifleman/pikeman(?) block blocks only half.
I gave up on this game a long time ago.
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