Carbineer Archive
Thread: Suppression Fire is CHANGED/FIXED
Message Edited by TAfirehawk on 05-30-2005 10:55 PM
The icon for suppression fire now shows up on targets affected and it is an cone attack. Its a start atleast. The state for suppression fire only seems to stick for 5 seconds and I couldn't tell what it did other than show an icon on the target. Remember when testing it you have to be standing still and any attacks taken during the warm up phase will cancel the attack from going off.
Crash752 wrote:
The icon for suppression fire now shows up on targets affected and it is an cone attack. Its a start atleast. The state for suppression fire only seems to stick for 5 seconds and I couldn't tell what it did other than show an icon on the target. Remember when testing it you have to be standing still and any attacks taken during the warm up phase will cancel the attack from going off.
Icon showed on TC for weeks.....so not any real progress....unfortunately.... ![]()
And all 'warmup' abilities have the do not move restriction, from all profs.
Last night I was trying to use it on quenkers and it didn't work at all.
Regards
Etet
MBH/MCarbineers/Novice Pistoleer
CrazyMCWolf wrote:
I think the supression fire is borken, too.
Last night I was trying to use it on quenkers and it didn't work at all.
Regards
Etet
MBH/MCarbineers/Novice Pistoleer
You don't have to think about it.....IT IS BROKEN.
TAfirehawk wrote:
CrazyMCWolf wrote:
I think the supression fire is borken, too.
Last night I was trying to use it on quenkers and it didn't work at all.
Regards
Etet
MBH/MCarbineers/Novice Pistoleer
You don't have to think about it.....IT IS BROKEN.
I love the fact that i drain my action in 5 shots.
To bad they didn't lower the special attack cost for most carbines.
TAfirehawk wrote:
CrazyMCWolf wrote:
I think the supression fire is borken, too.
Last night I was trying to use it on quenkers and it didn't work at all.
Regards
Etet
MBH/MCarbineers/Novice Pistoleer
You don't have to think about it.....IT IS BROKEN.
LOL
Anyway, back on topic.
Is suppression fire suppose to be a "area root" or "area Snare" or "Area KD"?
I'm thinking it should be an Area Root that also does a Knockdown. That would be crowd control!
Anyway, any clarification you could provide would be helpful.
memnoch37 wrote:
When the icon does show up, if you hover the mouse over it it states something like 'Modify Movement Speed', which leads me to believe it is a Snare and not a Root. On the other hand, the description of the state is different than the text on the icon Crippling Shot applies (which is a Snare), so who knows.
It might be somewhat cool if they made it actually a (barring resist) 10-second AoE posture down, similar to what actionshot2 used to do. Just a thought anyway, although I'd be surprised if they changed it from whatever it is they have in mind.
Well, the problem with Carbineer is that only 3 of7 specials are any good. All the other specials are redundant.
Here is what I am taking about:
- Improved Leg Shot - The most power Carbineer Damage Shot
- Improved Crippling Shot - Nice Snare, but does not last very long
- Improved Charge Shot - Great Knockdown Shot
- Improved Full Auto Area - Average Cone shot, nothing that special
- Advanced Surpression Fire - Weak "snare" that is a cone and only last about 5 seconds and is redundent with Crippling shot
- Advanced Rapid Fire - Weaker then snot, useless
- Improved Scatter Shot - Hits multiple areas on a target? What is that? This is weaker then Rapid Fire.
How should it be?
- Improved Leg Shot - Moderate Damage Special, short cool down time
- Improved Crippling Shot - Single Point Root - Last about 50% of Stopping Shot
- Improved Charge Shot - Area Knockdown!
- Improved Full Auto Area - Average Cone shot, hits for about 900 - 1,000 damage in a cone
- Advanced Surpression Fire - Cone Snare, very effective! Snare last for as long as Stopping shot
- Advanced Rapid Fire - Carbineer's most powerful damage shot, single point
- Improved Scatter Shot - Area Posture Down, not damaging, but causes opponents within the cone to posture down.
Now, that would be crowd control!
Very nice list ![]()
I'll throw my two cents in:
- Improved Leg Shot - Moderate damage, targets legs, applies Snare
- Improved Crippling Shot - Low damage, targets legs, applies Root
- Improved Charge Shot - Moderate/low damage, 90º Cone, chance to Knockdown/Stun.
- Improved Full Auto Area - Moderate damage, 90º Cone, chance to Stun/Blind
- Advanced Surpression Fire - Low damage, 90º Cone, applies Root
- Advanced Rapid Fire - Very high damage, single target, high action, slow cooldown
- Improved Scatter Shot - High damage, 45º Cone, targets body/head, chance to Blind, negative accuracy modifier (chance to miss)
I'm really stuck on liking the leg targeting specials. I can't wait until RotWsinks into the playerbase, so we can mow down those silly people with cybernetic legs. Ideally, I'd like to see certainMOBs have low leg armor as well, such as the AT-ST, maybe the Gorax, Rancors, etc.
Message Edited by memnoch37 on 05-06-2005 03:56 PM
I wonder if "attack" is defined by being hit, or just by being aggroed. I've noticed that when I get ready to attack a mob, standing at max distance, and I initiate my attack with suppresion fire, the mob aggroes me at the start of the warmup, not when I actually take the shot at the end of the warmup. So if "being attacked" is defined by an aggro against you, then this could be the reason why it never works for me. And if this is true, then this shot will only work to initiate encounters (if they fix it), not in the middle of combat while getting aggroed.
Crash752 wrote:
The icon for suppression fire now shows up on targets affected and it is an cone attack. Its a start atleast. The state for suppression fire only seems to stick for 5 seconds and I couldn't tell what it did other than show an icon on the target. Remember when testing it you have to be standing still and any attacks taken during the warm up phase will cancel the attack from going off.
rYsyn wrote:
Well, the problem with Carbineer is that only 3 of7 specials are any good. All the other specials are redundant.
Here is what I am taking about:
- Improved Leg Shot - The most power Carbineer Damage Shot
- Improved Crippling Shot - Nice Snare, but does not last very long
- Improved Charge Shot - Great Knockdown Shot
- Improved Full Auto Area - Average Cone shot, nothing that special
- Advanced Surpression Fire - Weak "snare" that is a cone and only last about 5 seconds and is redundent with Crippling shot
- Advanced Rapid Fire - Weaker then snot, useless
- Improved Scatter Shot - Hits multiple areas on a target? What is that? This is weaker then Rapid Fire.