Carbineer Archive
Thread: Tafire, quick Q here
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tacwraith
Sat Nov 27, 2004 7:48 am
#1
Well i got me commando 4.3.0.0, BH 3.3.3.0 and carbineer 0.4.0.0
got 19 skillpoints left over.
pistol speed is capped (+70 pistol speed)
carbine speed is capped (+90 using skilltapes)
carbbine accuracy at 160
pistol accuracy at 100
got me crippling shot, autosingle2,underhandshot (bh kd attack) and fire knockdown (another kd attack that can also dizzy from bh) and legshot3 and actionshot 1 & 2.
my ranged and melee defenses are around 20 each ..in essence, non-existent.
my Q is this:
is the chargeshot+fullauto area branch worth getting? this is a pure pvp template, for both the GCW and for jedi missions (enemy faction jedi that is). Since i got a multiple KD attacks chargeshot1 is rather pointless..but the 2 may be nice for vs multiple guys... and how is full auto area1-2? more damaging that fullautosingle1-2 (but cone)? do you find it 'sticks' status effects better than the single do?
or should i take my alternative template of dropping commando grenades, taking commando 0.4.0.0 and getting tka 0.0.0.4 for the defenses, add on that FS ranged accuracy and FS melee defense and FS ranged defense so i end up with +82 ranged and +84 melee defenses?
got 19 skillpoints left over.
pistol speed is capped (+70 pistol speed)
carbine speed is capped (+90 using skilltapes)
carbbine accuracy at 160
pistol accuracy at 100
got me crippling shot, autosingle2,underhandshot (bh kd attack) and fire knockdown (another kd attack that can also dizzy from bh) and legshot3 and actionshot 1 & 2.
my ranged and melee defenses are around 20 each ..in essence, non-existent.
my Q is this:
is the chargeshot+fullauto area branch worth getting? this is a pure pvp template, for both the GCW and for jedi missions (enemy faction jedi that is). Since i got a multiple KD attacks chargeshot1 is rather pointless..but the 2 may be nice for vs multiple guys... and how is full auto area1-2? more damaging that fullautosingle1-2 (but cone)? do you find it 'sticks' status effects better than the single do?
or should i take my alternative template of dropping commando grenades, taking commando 0.4.0.0 and getting tka 0.0.0.4 for the defenses, add on that FS ranged accuracy and FS melee defense and FS ranged defense so i end up with +82 ranged and +84 melee defenses?
Adval
Sat Nov 27, 2004 8:02 am
#2
I think FullAutoAreas do the very same damage and stick states at the very same possibility as Singles. Also the only better use for ChargeShot I can think of is Charge2, which is an area KD. So with that tree you would get the ability to Area Dizzy and KD (+ other states as well). I think you could try a template like Carbineer x4xx, Bh 333x, Commando x4xx, TKA xxx4 and FS Melee and Ranged Defense trees. This would however leave you without (any?) state defenses and you would still have 5 skill points to use.
tacwraith
Sat Nov 27, 2004 8:04 am
#3
state defenses come in the form of food. ive yet to be kd'd easily with a kd food on me. and frankly, i dont care much about stun in melee since any master melee will easily cut through any defenses..its the ranged defenses i worry about.
im just sad i dont have skillpoints to take the 'take cover' and 'sneak' box of rifleman.. that ability is so nifty in a ranged fight.
im just sad i dont have skillpoints to take the 'take cover' and 'sneak' box of rifleman.. that ability is so nifty in a ranged fight.
TAfirehawk
Sat Nov 27, 2004 8:21 am
#4
tacwraith wrote:
Well i got me commando 4.3.0.0, BH 3.3.3.0 and carbineer 0.4.0.0
got 19 skillpoints left over.
pistol speed is capped (+70 pistol speed)
carbine speed is capped (+90 using skilltapes)
carbbine accuracy at 160
pistol accuracy at 100
got me crippling shot, autosingle2,underhandshot (bh kd attack) and fire knockdown (another kd attack that can also dizzy from bh) and legshot3 and actionshot 1 & 2.
my ranged and melee defenses are around 20 each ..in essence, non-existent.
my Q is this:
is the chargeshot+fullauto area branch worth getting? this is a pure pvp template, for both the GCW and for jedi missions (enemy faction jedi that is). Since i got a multiple KD attacks chargeshot1 is rather pointless..but the 2 may be nice for vs multiple guys... and how is full auto area1-2? more damaging that fullautosingle1-2 (but cone)? do you find it 'sticks' status effects better than the single do?
or should i take my alternative template of dropping commando grenades, taking commando 0.4.0.0 and getting tka 0.0.0.4 for the defenses, add on that FS ranged accuracy and FS melee defense and FS ranged defense so i end up with +82 ranged and +84 melee defenses?
Well the Cone Effect Specials really are awesome in group PvP for States and KD, but it depends on what you will be doing. Look in the FAQ for a link to our Special Data Table for modifiers....and the States basically stick and last the same in all Carbineer Specials.
One thing I will say, it is easy enough to level up to FullAutoArea1 and try it out....but ChargeShot2 isa lot of XP
But given enough time, the beauty of SWG is the ability to change yourprofs completely.
I assume you mean Commando 0040? But having over +80 Ranged/Melee Defense would be worth it in my book, along with your KD food of course ![]()
tacwraith
Sun Nov 28, 2004 1:07 am
#5
thanks for info.
no, im only taking the commando rocket launcher and grenades branches. in my opinion the having a flamethrower or a huge useless acid rifle is not what commando is about. and believe me, i was master commando for over a year with my main character (now jedi).
i did tests vs a master rifleman+tkasi/fencer defense stacker... both of us prone at 40m with take cover.. i hit him 99% of time he hit me 100% of times. both moving around i hit him for about 90% of times he instead missed a lot (blind from autosingle yay!) and hit me for just about 80% of times. and this is with me having no ranged or melee defenses atm.
so yeah, i think im gonna take the defenses. thnx for the input.
no, im only taking the commando rocket launcher and grenades branches. in my opinion the having a flamethrower or a huge useless acid rifle is not what commando is about. and believe me, i was master commando for over a year with my main character (now jedi).
i did tests vs a master rifleman+tkasi/fencer defense stacker... both of us prone at 40m with take cover.. i hit him 99% of time he hit me 100% of times. both moving around i hit him for about 90% of times he instead missed a lot (blind from autosingle yay!) and hit me for just about 80% of times. and this is with me having no ranged or melee defenses atm.
so yeah, i think im gonna take the defenses. thnx for the input.
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