Carbineer Archive
Thread: Okay to clear things up: What does Chargeshot really do?
So you say it gets better? I look forward to it
While the trolls exagerate, lets not forget that ChargeShot1 for a Master Carbineer is quite powerful against melee. I have 20+ attachments to give even a large boost to my mods but I only land CS1 about 75% of the time (very rough estimate) and some MOB's it barely lands EVER.
For those of us actually BEING a Carbineer, we know that there is no need for a nerf, because there are at least 4-5 other templates out there that are much more powerful than us. Now a BH with CS1 is very powerful, but that is because of the BH mods that strict Carbineers do not get.
ChargeShot1 is a standard KD move with a twist. It follows the 30 sec timer, which is on the opponent, not Carbineer. After that it can be spammed and the "broken" animation makes an instantaneous posture to prone for the attacked. The instantaneous part is the opponent being able to immediately pop back up to standing with no 5 sec KD delay. The Carbineer also "charges" at the opponent about 5m unless you are running the other way (hint, hint). While doing a quick 1 sec "hold" on a melee opponent can be decisive in a battle, a ranged fighter will simply (if smart) fire at you from prone and kick your butt.
The actual damage done by CS1 makes spamming it solely against a high level MOB a complete waste of time solo. In a group, this "crowd control" special is quite effective. In a solo attack you must alternate another special to reasonably kill something, which is not too difficult buffed at Master.
What do i do wrong? Even if i spam it i get hit as often as if i would just use standard-attack. Sp lease help me out and describe how to use it please