Carbineer Archive

Thread: How to kd?

SWGTKA
Fri Nov 26, 2004 5:34 pm
#1

My new alt is master carbineer/bounty hunter 0400 and a couple of pistol defences. With so much choice as to how to KD, anyone know what has the best rate of success? underhand shot seems to work most for me, what do you think?

ty in advance




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Daukua
Fri Nov 26, 2004 6:15 pm
#2

I'm always a fan of the fire knockdown, after a confusion shot to get 'em dizzy. That always seems to work for me.



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TAfirehawk
Fri Nov 26, 2004 8:16 pm
#3

I haven't seen any scientific testing to show any one KD Special has a better KD chance than any other.




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

ssindar
Sat Nov 27, 2004 5:41 pm
#4

charge shot works almost every time for me, and chargeshot 2 knocks down groups, i swear by this shot
twc
Sat Nov 27, 2004 9:13 pm
#5

Fire Knockdown works the best for me and the dizzy effect is nice,its funny to see when they get up and fall down for like 5 minutes.




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TAfirehawk
Sun Nov 28, 2004 9:34 am
#6






twc wrote:

Fire Knockdown works the best for me and the dizzy effect is nice,its funny to see when they get up and fall down for like 5 minutes.







Carbineer Dizzy lasts about 20 seconds and BH Dizzy lasts about 30 seconds.....so 5 minutes means you are re-applying the Dizzy.


I just don't want anybody to get the idea that FKD has a Dizzy that lasts 5 minutes




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Adval
Sun Nov 28, 2004 9:48 am
#7








TAfirehawk wrote:

I just don't want anybody to get the idea that FKD has a Dizzy that lasts 5 minutes





We can always dream.



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TAfirehawk
Sun Nov 28, 2004 9:55 am
#8






Adval wrote:







TAfirehawk wrote:

I just don't want anybody to get the idea that FKD has a Dizzy that lasts 5 minutes





We can always dream.






Nothing wrong with dreaming, I just didn't want to give the Nerf Herders anything to feed on....



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

DeathIage
Mon Nov 29, 2004 12:41 am
#9

i always use FAA2 followed by a couple chargeshot2's to make sure theyre down



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sumner
Mon Nov 29, 2004 5:41 am
#10

I've found that once they are dizzy, either by FKD or FAA/S a posture change will almost always put a stacker on their back. They either don't think about the dizzy or they are pure melee and have to at least try to get up to close range. Seems everyone has 100+ vs KD and a lot less def vs posture change.




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DigiDante
Tue Nov 30, 2004 7:23 pm
#11



ssindar wrote:
charge shot works almost every time for me, and chargeshot 2 knocks down groups, i swear by this shot




I second this.



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Kakherot
Sun Dec 05, 2004 5:18 am
#12



One thing I've noticed while fighting about fighting melee classes (my sis has a MTK, and we squabble all the time) is that they tend to have a good defense against KD. Some of them lack a little in the posture change tho (tk is still decent). I've noticed that if spamming KD fire or whatnot has no effect, applying a dizzy and forcing them to kneel can have disasterous effects on a melee char. Especially since they added the KD timer, I've found this to be a life saver since it's not considered a kd by you. Just a fall down while trying to posture change. It's something to keep in mind sometimes. I keep actionshot1 in my list of hotkeys because melees also can't attack (or run) from a kneeling position either.


*edit* I posted this before I saw Sumner's post. Don't know how I missed it the first time through, but he's definately right. *edit*

Message Edited by Kakherot on 12-05-2004 04:20 AM



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