Carbineer Archive
Thread: Carbineer Versus Jedi Knight
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Bighead04
Mon Jul 05, 2004 11:36 am
#1
Well Tarq finally had two Light Sided Jedi become knights the other night and as is the requirement all Imperial Overts started dying. Well standing in Theed (Overt) I noticed a glowly stick attached to some weird guy with a red name nad before you yell "Is that pointed at me?" Ole Uncle Bighead was one dead carbineer (3 hits roughly 1k per hit nothing mitigated). A group of 6 tried him and all suffered the same fate with all being dead in roughly 5-8seconds all in*.
So I picked up my best carbine and decided to do a small amount of testing. After one of the knights took a break he led me off to field near naboo and gave me 5minutes to test a few things out and I'll admit it wasn't long nor fun seeing as I was unbuffed, but this was all i could get.
Atm the only attacks according to my log that were able to RARELY pass through saber block were FAA2 and burstshot2 and I managed to land a state maybe twice but his heals insta cleaned them off total damage that I would see was around 300-400 that got through from burst shot roughly the same from FAA2(Which caught the states) unfortunatly with the Doctor buffs this damage was ineffectual as it was insta healed by the jedi. Also to note I had to be prone to get these states I had very poor shots while at optimal range and kneeling therefore standing is out of the question.
Cripplingshot widely regarded as the best pvp shot was COMPLETELY ineffectual, not one iota got through so if you see a knight and your overt don't waste your time with this. I triple stacked aim with this but in combat you probably won't last long enough to do this and even if you do its not going through, tested while prone, standing and kneeling.
Scattershot2, all I can say is I pray the shots never return in my direction I'm speed capped and watching this and cripple be deflected is truly a stomach churning experience. although a shot went through the damage was minimal(Gonna check it out again tonight).
Chargeshot, not gonna happen. Personally I never use charge shot if im grouped with melee they have better kds and dizzies than me at any rate (Fencers love it when you ranged dizzy the enemy keep that in mind). Even with an /aim thrown in after a quick 45second break I got nothing.
Suppresion fire, I caught a posture down but already with the fact we're having problems landing states its ineffectual. My advice with charge and posture down are to use them when your running away they may buy you enough time to go swimming.
Unfortunatly these were all the attacks I could test at that time (Jedi wanted overts not testing). The results seemed to indicate that AOE's got through alot better than standard attacks but with force heal (and from what I saw the ability to block shots while kd'd) means your not going to keep a state once landed. For surviving a fight witha Knight my only suggestions are:
1. If you know ones in the area and your buffed and have to go to town remove your armour and stay on your speeder as much as possible.removing that armour can help with recovery rates from hits and possibly incaps.
2. Once you've been engaged don't try to fight them unless they're unbuffed simply whack chargeshot and if that fails a posture down and go swimming out of his/her range.
3. Your group has engaged a jedi and are in it for the win, try using FAA2 to hit the states and Burstshot for the damage, from what I saw though FAA2 went through the block more often.
4. When all else fails go down swinging the carbineer way.
*Note the group had fully buffed TKM's, fencers,riflemen and cm's
teamdoa
Mon Jul 05, 2004 1:26 pm
#2
Kaelle_DB wrote:
I'm going to try the template master carbineer, BH 3404, medic 2000, novice brawler for hunting jedi. Supposedly intimidate greatly reduces their ability to saber block.
Good luck in getting an intimidate in.
Kaelle_DB
Mon Jul 05, 2004 1:37 pm
#3
Well that's what BE clothes are for. The funny thing is, this template would probably work better on high level jedis than low level ones, as the low level ones are also melee defense stackers.
Or it might not work at all on any of them...
The novice medic, LLC, and intimidate will surely be an improvement in PvE for me at the very least.
Message Edited by Kaelle_DB on 07-05-2004 01:42 PM
weaponmaster88
Mon Jul 05, 2004 2:11 pm
#4
now the question is... will BH carbine specials be any more effective?
JerikArca
Mon Jul 05, 2004 4:48 pm
#5
Jedi have no resistance to intimidate. On TC as nov brawler I'd get intim to stick in 2-3 attempts. If you have mind poison spam it, and warcry. That locks the Jedi down and they are screwed.
Rarool
Mon Jul 05, 2004 8:46 pm
#7
Hey guys..
BH specials are just as gimp...
lots of us are comin over here too double our gimpiness.
he he..
feel free to come on over to BH 0040 thou some of our carb stuff is a nice
addition for you guys as well.
Kaelle_DB
Tue Jul 06, 2004 12:22 am
#8
I'm going to try the template master carbineer, BH 3404, medic 2000, novice brawler for hunting jedi. Supposedly intimidate greatly reduces their ability to saber block.
Blutzoll
Tue Jul 06, 2004 2:42 am
#9
against a high level jedi only melee stackers and CMs will work well
Bighead04
Tue Jul 06, 2004 6:29 am
#10
Last night I found a dark jedi knight wandering aimlessly around theed in the vain hope of finding someone to kill and I was able to get another, albeit short, bit of testing done.
Btw someone remind me to write all this crap down regarding weapon's used and attacks used.
I started with an ee3 (Supposed radius auto weapon prolly still broken) it was speed sliced and had a min damage and speed power-up on it and with 1.5speed I can pretty much cap cripple. Of 10 shots fired with burstshot 2 8 were blocked. As far as I know this is our most damaging AOE but the damage that did get through was in the range of 200-250, well he didn't use forceheal immediatly and it took around 2-3 seconds to heal this relying on his buffs. With Full Auto Area and out of ten shots I got roughly 7 blocks but the three shots that did get through managed to land states. I found this quite surprising so after aking him to stick force resist states on I began tapping away with Full Auto Single tos ee what I could land. Again as this isn't an AOE attack all of them were blocked, after he "cast" force resist states again I started with ten shots of FAA2 only one managed to land states which surprised him as much as it did me. Seeing as I have picked up novice brawler* he "recast" resist states and I started with hitting a few intimidates which all failed.
With suppression fire 2 I was actually able to gain a posture down on the jedi whereas my charge shots all came flying back at me. But this will go into my run away tactic. Scatter shot was ineffectual.
Switching to my krayt e-11 that was with the same pups I started again and although it may be just me I found I actually managed to damage him several times roughly the same as ee3 but with the higher damage on my e-11 it packed more punch which is what a carbineer must consider when going for a jedi.
Atm again carbineer seems to be running, when up against a jedi, as a tkms and melees state sticker simply there to try and distract the jedi with pretty lights. But one thing I did notice with the ee3 is that I was hitting multiple pools with FAA2 at one stage I caught a pretty decent mind hit of around 200 while hitting the other two for the same.
My best advice if your chasing a knight with a group is to get in range drop prone and start spamming your aoe's and pray you start hitting. Main fault with this is that Saberthrow3 could probably one hit incap you.
From what I could see its useless to bother /aim stacking, from what I hear block isn't calculated on accuracy at any rate. All of these were tested while prone and used with /aim and on their own.
* My build should be (when I bother finishing it) Master carb + bh carbs 4 + the meditation line from tka + novice medic(if I have the points)
weaponmaster88
Tue Jul 06, 2004 10:52 am
#11
very nice, guess its time to make testing on how to run from a jedi..... too bad they have force run 1/2 i don't think we have a chance to run away as i hear that it lets them run as fast as our speeders
novamarine
Tue Jul 06, 2004 11:05 am
#12
Where is this "rumor" coming from that cone (AoE is really inaccurate - cone is better) specials will hit more? It is a cone special that hits everything in a cone. It has no special features that increases its accuracy. Basically, you could not have picked a worst shot to use than burstshot2.
If you are going to hunt Jedi, and Jedi players understand the game well, you REALLY need to understand the strengths of this class inside-n-out and exploit them against your target.
weaponmaster88
Tue Jul 06, 2004 11:27 am
#13
i think cripple shot would still be your best bet if your speed capped. i mean jedi can't block everything right? though if you go look on the jedi forums they are still crying for more power and that they should get more accuracy an dodge along with their block....
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