Carbineer Archive

Thread: Old Carbineer...not on TC during beta so please explain ROOT and SNARE to me...

Agock_Onie
Fri Apr 29, 2005 1:07 pm
#1

Since search is broken on the forum, can someone explain what ROOT and SNARE are? I think I see the snare bit as being crippling shot and supression fire (the ones that cause movement states)...but what is ROOT?


Also, what other state changes do we have now? I know charge is KD, and gun smack (or whatever) is KD...do we have dizzy, blindness or stun now? or anything else?


Thanks



_______________________________________________________________________________
Agock Arms Weapons Center
Reb Haven, Corellia
4316,947
Tsimhnori
Fri Apr 29, 2005 1:10 pm
#2

root = stop in place (melee hate this, as it is a little broken and doesn't break)


snare is a speed decreaser



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TheBothan - deviantArt (+) AAU - 3D Modeling/Games
Agock_Onie
Fri Apr 29, 2005 1:11 pm
#3

Thanks


ok do we have a root shot? and any other state change shots?






_______________________________________________________________________________
Agock Arms Weapons Center
Reb Haven, Corellia
4316,947
Tsimhnori
Fri Apr 29, 2005 1:15 pm
#4

Pistoleer and I think smugger have it. stopping shot = root



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TheBothan - deviantArt (+) AAU - 3D Modeling/Games
Agock_Onie
Fri Apr 29, 2005 1:35 pm
#5






Tsimhnori wrote:

Pistoleer and I think smugger have it. stopping shot = root






I really didn't understand why that would be so I went and looked at the profession role chart again...Medium Range Crowd Control and Medium Range Area Effect damage specialist with a 4 in offence and a 4 in Crowd Control.


Ok...so we have one single target snare, one AE snare, one AE strike, one single target KD, one melee KD (that everyone gets)...Ok these are a decent start although I haven't really seen any single move lay out significant damage ( I think leg shot is our big damage shot, right?) But for the roles we are supposed be handling, doesn't seem we are a little light on specials? I haven't looked at pistol and rifle, are they as light? Should we at least have a AE KD move?


I'm sitting here thinking about PvP right now....did they get rid of the 64meter range for melee now? I mean I can think of a functional tactic of, say a melee gets into attack range on you (provided they DO have a limited melee type range), smack them with the gun, they fall down, you run and stick them with crippling...keeps them moving slower than you and you pop them with leg shot...Ok I see where this CU is going...still falls short on the AE bits I think





_______________________________________________________________________________
Agock Arms Weapons Center
Reb Haven, Corellia
4316,947
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