Carbineer Archive
Thread: Carbineer Specials, what do YOU think!
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Grunt-Spit
Tue Jun 14, 2005 11:19 pm
#1
every1 seems to be unsatisfied with post CU carbines... WHY?... i love this prof.
Rapid Shot.
the only thing irealy see broken is rapid fire, its our master move yet imp leg shot hits harder and costs less action (not sure, thats what ive heard, never really checked), i say just make it a "rapid shot" like that quickshot ability in pistols, make rapid shots' cooldown be the same as ranged shot, or reduce its action cost or something to make it viable.
Supression Fire.
people dont like supression fire, thats a really goodcrowd control,maybe make itsnare for 1 second longer but we dont really need that, i can supression fire then full auto area and suppresion again befor the 1st one wears off, and if u got other ppl with u just usingsupression over and over can keep a whole group off you. thats crowd control, no real dmg just good crowd control.
Scatter shot.
ive heard its numbers aren't being represented right, but if does the job its suppose to do then its nice, its suppose to find "holes" in armor, like if they arent weraing a helm it does 1/3 of a high dmg specialw/o armor in the equation,plus the 2/3 of dmg after the armor they are wearing. if it does that then its aGREAT damageutility, we shouldnt have this as an area state applier, pistols have it, thats 1 of their money shots(but theirs doesnt work HAHA).
Charge Shot.
if they make this an area KD, that woulda make us way overpowered, besides i like it the way it is, an almost sure kd and it does great dmg for a non damage special.
Crippling Shot.
a very "proffesion making" move, it makes us unique (except for the fact riflers get 1 too, they are suppose to be damage dealers i dont think they should get a snare, smugglers get 1 too, but smuggler is a very good utility prof like pistols not too great dmg but mixes well with other ranged profs.a lil off topic) its better than any other snare, exepts CM's (which last a day and a half)... maybe they can make ours unique, if they nerf snares and roots with the diminishing returns thing i think ours should not be subject to the diminshing returns, at least not as much as the rest.
Full Auto Area.
works great maybe too much of a cone effect even, usually it hits anything i can see in my screenwith my selected enemy. damage mod on it is fine if it was any stronger it be really unfair ingroup pvp.
i dont think i left any moves out but its late i may have, these areMY opinions (i dont expect any1 to agree completly) and ide like to hear more peoples opinions on OUR moves, i dont care if u do better damge with critical shot orsniper shotbecause that belongs ona different forum.I left out any special u get from marksman as i dont think they are too important to carbineer.
TA said something i read somewhere about making a few of our shots specific to carbine weaponsonly, if that were implemented they would have to do it with many area attacks likewith pikeman and BH and the such.
u can say im an idiot, u can say im a stoopid noob, andu can flame away...but i want to hear ppls opinions (not complaints) on our specials, i think overal they are a good combination of skills for crowd control, and we can put out some great damge as a prof
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