Carbineer Archive
Thread: Bloodfin Rebel Carbineers Look Here
great idea!! unfortunately I'm on Radiant... ![]()
I'd like to see what a group of Carbineers can do... I know that the groups I hunt in, I play a massive part in controlling the MOBs, I'd imagine group of Carbineers raking crowds with multiple FAA, BS2, AS2, and CS2... could be devastating (as long as all the players are experienced and work together well)
I agree. I mean think of these tactics on a mob:
1st volley: suppression fire so they can't charge
2nd volley: action shot for further posture down and bleed
3rd volley: full auto area for states
4th volley: Chargeshot2 for KD!
Finishing blow: either burst shot2 or legshot2 (think about when legshotshot 3 will work in a cone-or does it already?)
Assigning 1 player to each special or everyone doing these in progression would take some trial and error, but once we learn to fight together we'd rule.
A squad of Carbineers = death to all.
I'd like to offer you some tactics....
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beantownphan wrote:
I agree. I mean think of these tactics on a mob:
1st volley: suppression fire so they can't charge
2nd volley: action shot for further posture down and bleed
These 2 actions are redundant. Posture changes are on a 30 second timer so using multiple rounds of it is a waste. If you want a posture down, pick 1. You also may prefer to wait for a posture down to later in the engagement...more later.
3rd volley: full auto area for states
It may be advisable to use thse specials first. Getting a stun on early in the fight is a good tactic. In addition, if you land a dizzy early, you can follow that up with a posture change. Posture changes are perhaps a better source of "dizzy/KD" because the so many players have high resist to KD.
4th volley: Chargeshot2 for KD!
You will find many players VERY resist to KDs. However, they will land well against certain builds. However, try to get dizzy on them first. There are also problems using KD because of the "knockup" bug. If someone is KDed and a successful KD is landed on them, they will be moved to standing. This makes using KDs in a group pretty counterproductive.
Finishing blow: either burst shot2 or legshot2 (think about when legshotshot 3 will work in a cone-or does it already?)
You need to pick a strategy. Either all target action and use actionshot2 with legshot2 or go random pool and use combos of fullauto and crippleshot (more coming). One advantage here is that legshot2 is a fast firing special. One disadvantage is that legshot2 uses alot of mind to fire.
Assigning 1 player to each special or everyone doing these in progression would take some trial and error, but once we learn to fight together we'd rule.
Again, either target action or random pool but pick one and have everyone stick to the gameplan. Action-targeting strategy is straight forward, open with actionshot2 and then spam legshots.
If you go random pool, divide your players into 2 groups. If you have carbineer/BH or carbineers with lots of + speed, have those players exlusively use crippleshot. Their job is to do damage. Have the players with just master carbineer (+60 speed) using fullautos exclusively and if/when a dizzy is landed, they posture down the target. The job of these players is to apply states. This groupshould be using speed sliced carbines as well.
A squad of Carbineers = death to all.
I hope so. Keep us updated on your progress.
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Nova, one question: Can you switch to Bloodfin so we can fight together? Some great advice and some new info for me! Thank you.
I guess for the suppression fire first tactic I just pictured a PVE/creature situation where say 5 carbineers attack five different creatures, the creatures chargeand we end up kiting and running around withour heads cut off. If they are postured down and kept in a tight group in a small area, Carbineers could use their area specials with devestating effectiveness. I agree for PVP though, states would have to befirst.
Now where are all the Bloodfin Carbineers who wanna go play?
Thanks again Nova!
What Nova says. My guild has a group of about 5 Carbineers in it and we've been lethal when we bring our firepower to focus, but that's a rare coincidence in the Rifleman/CM world.
I know there are crossguild Stormtrooper units on Kettemoor that use E11's as standard issue weapons when out patrolling.
WufgarRuffian wrote:
if your gonna go for something like this all carb grp make sure one is a sqd leader, I think sqd leader needs some props, a very under rated profession that when used in a dedicated hunting circle would be devasating
GREAT suggestion... and make sure one is a Carbineer Doc as well (ok, so I'm slightly biased)