Carbineer Archive
Thread: new charge shot and action shot combo effect
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WufgarRuffian
Sun Mar 21, 2004 8:19 am
#1
I did a bit of looking on the boards to see if anyone else has posted on this. I have noticed(3334 in carb atm) an interesting side effect to action shot. It can stop the mob from charging.
I can only get this to work after a sucessfull kd. I usually open with a charge shot cripple. If they fall over I hit action 2 when they stand up they will just sit there, I can spam action up to 5 times before they break free of their stupor and come a running, but by then they are just a shot from dead.
I plan on testing this in some duels with a friend to see if it works for pvp also, unless someone can confirm this for me?
Nice thing is the slower the weapon the longer then stay rooted. Since they wont move unltil I hti them with the 5th action shot
let me end with sorry if this has been covered before, but I did do a bit of searching before I posted just in case, might have looked in the wrong spots but never saw anyone mention this
ThorBattlehammer
Sun Mar 21, 2004 2:18 pm
#2
what you are seeing is the posture change from actionshot2. when a critter has its posture changed, most of the time it just stays still, it doesnt actually drop or kneel. ive noticed this as well. actionshot2 is my favorite special atm. an aoe bleed that targets the action pool and has a chance to change posture?? freaking bada$$ imo. ive taken down groups of pickets using this shot alone. alot of the time im hitting every critter in the cone for 1k damage to its action pool. actionshot2 is a great alternative to use as a aoe action shot until the next publish when legshot3 is supposed to get a fix. when that happens /actionshot2 and /legshot3 combo are going to be absolutely devastating.
RhettSarlin
Sun Mar 21, 2004 6:43 pm
#3
legshot3 getting fixed will possibly be the best thing to have ever happened to carbineer. if it does increased action damage to multiple targets, 3 carbineers vs a large crowd of whatever = pwned crowd. heck, 3 carbineers together right NOW would pwn....i just dont know any other master carbineers ingame(besides TAfirehawk, but we havent met ingame yet) to try it out with....all 3 fire FAA2 until everythings dizzy, all 3 fire charge shot 2, and then open up with burstshot2, throwing in the occasional actionshot2......dang, i'd never thought about the potential here
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DHUScreed
Sun Mar 21, 2004 9:18 pm
#4
Seems to work extremely well as a Master Bounty Hunter and Carbineer 0,3,0,0. +155 Acuracy and +85 speed is deadly. I no longer have to fear TKM's and Rifleman. Just get a dizzy to stick than spam action shot 2 until it changes thier posture.
Also works well against Jedi 
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