Carbineer Archive
Thread: disapointed with charge shot
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Kaelle_DB
Tue Jul 29, 2003 4:00 pm
#1
They are knocked down for almost no time at all, most of the time if I'm fighting something melee I'm better off using actionshot 1.
Kaelle_DB
Tue Jul 29, 2003 4:02 pm
#3
Strong creatures. With actionshot I can get in 2 shots before they start moving, with charge shot they are up again as I firethe next shot after charge shot.
Volatris
Tue Jul 29, 2003 4:04 pm
#4
Most stuff for me I can keep down with ActionShot1, BurstShot2, BurstShot2, repeat....
ChargeShot has to be spammed to work? Have you tried hunting with anyone that can Dizzy the opponent, and then knock them down?
Kaelle_DB
Tue Jul 29, 2003 4:12 pm
#5
After all of that combat xp I was expecting to be able to shoot them at least once or twice while they were down. Doesn't seem to do anything but waste ham agaist most things.
GrafBenDa
Tue Jul 29, 2003 6:09 pm
#6
Charged shot seems to make my weapon degrade much faster, anyone else?
Kaelle_DB
Tue Jul 29, 2003 7:30 pm
#7
I know overcharge shot does that, I havrn't used charge shot enough to tell.
Sarne
Tue Jul 29, 2003 11:13 pm
#8
Yeah charge shot got hit pretty heavily when the knockdown nerf came, because it doesnt do enough damage to be viable on its own, and has very high ham costs to use. With maxed out speed bonuses you can get a shot or two off in between the target getting up, but overall it's not something you can really rely on. Can use it to escape from ranged mobs and stuff like that though. Actionshot is definitely better vs melee mobs. It's still ok for pvp though because it's a 100% knockdown.Not sure how someone with very high knockdown resist would do against it but I've tested it with someone with +30 knockdown resist, out of something like 50 shots every single one knocked him down. So it's good to start with in pvp, then do underhand shots or something if you have that.
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