Carbineer Archive

Thread: Carbineer FAQ

novamarine
Fri May 14, 2004 1:07 pm
#1




Actually, the real FAQ will probably go live this weekend but without the profession info. I need to start it late at night when I can post and then reply many times in a row to reserve a large chunk of space.
TAfirehawk
Fri May 14, 2004 1:15 pm
#2

Like there are 100 posters waiting to take up those spots during the day LOL


Define, "without the profession info"......






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

InfluenzaSWTA
Fri May 14, 2004 1:28 pm
#3

Dang, here I was ready to take up space in the FAQ thread. Thwarted!



---------
Korren Faihon, Squad Leader, Alliance Ace Pilot.
The Explorer's Guide to the Clone Relics

SWG Wiki: if we don't know it, no one does.
One of the reasons for the fall of the Roman Empire was, lacking the number 0, they had no way to indicate successful return from their C programs.
novamarine
Fri May 14, 2004 1:45 pm
#4






TAfirehawk wrote:

Define, "without the profession info"......





The guides on templates such as carbineer/melee.

Rorenikibi
Fri May 14, 2004 1:48 pm
#5






InfluenzaSWTA wrote:
Dang, here I was ready to take up space in the FAQ thread. Thwarted!







It is by caffeine alone I set my posts in motion. It is by the sacred juice of Java that the hands aquire shakes, the teeth aquire stains, the stains become a warning. It is by caffeine alone I set my posts in motion.







Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


KenjiTokugawa
Fri May 14, 2004 4:26 pm
#6






Rorenikibi wrote:



It is by caffeine alone I set my posts in motion. It is by the sacred juice of Java that the hands aquire shakes, the teeth aquire stains, the stains become a warning. It is by caffeine alone I set my posts in motion.





/snicker... hehehe



Jas' --- Jundland Wayfarer
"Once a Ranger, always a Ranger"


novamarine
Fri May 14, 2004 7:15 pm
#7
















What is a Carbineer?


The professions in SWG are really defined by their strengths and weaknesses. For carbineer, they are:


Strengths:


  • Excellent variety of specials with equally great utility.

  • All of the Carbineer specials but maybe one or two have a useful purpose.

  • Numerous state attacks which are very important both in PvE and PvP.

  • Wide selection of area effect attacks.

  • Access to one of the best all-around weapons in the game: laser carbine.

  • Very strong in low- to mid-level PvE content.

  • Awesome titles. Perhaps some of the best in the game.

Weaknesses:


  • Terrible HAM costs.

  • Slowest of the 3 ranged classes.

  • Damage types available (energy, acid and heat) are common and highly resisted. Many high-end targets are immune to these damage types.

  • State effects are not applied to high-end mobs removing any distinction or contribution to high-end content.

  • Very weak in high-end content.

  • Low defenses. Among the worst of the elite combat classes.

  • Main defensive skill, counterattack, is broken.

  • Very poor PvP performance because of low damage, slow speed, high HAM, and easily resisted damage types.


Where can I find information on all the Carbineer specials?


Please consult the thread Carbineer Special Info found in the Carbineer forum.

http://forums.station.sony.com/swg/board/message?board.id=carabineer&message.id=23777



Which carbines should I buy and use?

The laser carbine (energy damage, medium armor penetration) is one of the best all-around weapons in the game. No carbineer should be with out a laser carbine. The DH17 snubnose (energy damage, no armor penetration) is a decent carbine though it suffers from lack of armor penetration. The EE3 (heat damage, no armor penetration) and DXR6 (acid damage, light armor penetration) carbines are useful for targets that are vulnerable to those damage types. The elite carbine (energy damage, light armor penetration) is very useful in PvP. See the section on damage mitigation for more information on the elite carbine and PvP.


For more info on carbines, see the expanded Carbine Weapon Info a few pages down in this thread.


Where are the NPC Carbineer trainers?

Talus, Dearic: 583, -2873

Tatooine, Mos Eisley: 3534, -4695

Corellia, Tyrena: -5225, -2488


Naboo, Keren: 1262, 2678


Rori, Narmle: -5138, -2514


Rori, Rori Rebel Outpost: 3627, -6433

Message Edited by novamarine on 07-12-2004 09:53 AM

novamarine
Fri May 14, 2004 7:16 pm
#8







What advice can you offeron dealing with the high HAM costs of carbines?



  • This is the most simple and the most obvious, get doctor buffs. With these buffs, the HAM costs on your specials will be either zero or so small that your buffed regen rate will fill you back up immediately. I see reports of these costing from 6-10k depending on the server. You should be able to find them at the crowded starports such as Coronet and Theed. While you may scoff at the cost, 1 mission will earn the cost back. If you are planning to spend 1-2 hours hunting, the cost is very worth it.



  • Chef foods. There are several chef foods that increase the secondary stats. Visit your local chef and see what they have to offer. The trick is to find 1 food and 1 drink so that you take 1 of each. The way HAM costs work, once you hit 1500 in your Strength or Quickness, your cost is zero. If you can use some foods to get up into the 1000-1200 range your HAM costs will be very low. So low you can use specials and only after very long periods of fighting need a stim or some rest to regenerate.



  • Understand the specials. If you look at the specials in the Carbineer Special Info thread, you will find there are 3 classes of specials with respect to HAM usage:




    • First, there are the insane specials and those include the fullautosingles and areas. Never ever ever use these specials unless you are heavily buffed. The cost is an insane ~150 per special. Use these with armor on and you can hit 200 HAM per special. Just plain suicide!




    • Next are the action heavy specials. These include crippleshot and legshot. When you fire these specials, note how the HAM cost is green. That means the cost is coming mostly from action. Use these specials a lot and your Action will drain quick and leave the other 2 bars largely full.




    • The last class is what I call the balanced class and includes burstshot1. Fire this special and you will notice the HAM cost is similar to others BUT is yellow (red + green = yellow). It is yellow because the cost is coming from both health and action. You might say so what, the cost is the same who cares where it comes from. This is true but the subtile advantage to this is that since it is coming from 2 pools the HAM cost will regenerate back much faster since each pool is regenerating. This doesn't solve the HAM cost issue, but if you are forced to fight without buffs, you will be able to fire specials for a longer period of time by using this class of specials. This is why many players recommend taking the box that gives busrtshot1early in your carbineer career.



  • Gun choice can affect HAM costs. If you do not have easy access to buffs or foods, then HAM costs on the carbine becomes very important. Stay away from carbines with scopes and stocks. You also will want to get yourself a DH17 snubnose or E11 carbine. Both of these carbines offer good damage and speed with very low HAM costs. Just be aware that the DH17 snubnose has no armor piercing. It will do great damage on the beginner planets but on the advanced planets its damage will be reduced dramatically. The E11 carbine has light armor piercing (AP1) and as such is a better choice verse targets with armor.



  • Slicing indirectly effects your HAM costs. A damage-sliced carbine will do more damage per shot which means you get more bang for your buck. If you can kill a target with 10 shots, a damage-sliced carbine might let you kill in 7 or 8 shots. Since you will be killing a target in less shots, you will be using less total HAM per kill. Following the same logic, powerups that increase your damage will also help with HAM costs since they will help kill they target with less shots. However, please note than in general, speed-slices result in faster killing so if you are buffed, stick with those.

Message Edited by novamarine on 05-17-2004 02:32 PM

novamarine
Fri May 14, 2004 7:18 pm
#9


Carbine Weapon Info
Contributed by EisMan_Buckeye


What do all those stats on my weapon mean?


Armor Piercing

Armor piercing (AP) determines how well your weapon can pierce through armor. Generally, it is better to have equal or better armor piercing compared to the armor your target has. AP influences damage as damage is reduced if your AP level is lower than your target's armor resistance level (AR) and increased if your AP is greater than your target’s AR. For a more in depth look at the effects of armor, please read the Armor Piercing vs. Armor Resistance section of the FAQ.


Speed

This is the reload multiplier for your weapon. It effects how fast your weapon takes to reload after a special is used. The smaller the number, the faster it is, thus smaller numbers are better. More information can be found in the speed and reload section of the FAQ.


Damage Type

Carbines have 3 types of damage depending on what weapon you are using. Energy is the most common, but there are also carbines that do Acid damage (DXR6) and Heat damage (EE3). It is important to examine your target and look at its armor level and its resistances to determine the best weapon to use.

Minimum Damage and Maximum Damage

These are the damage multipliers of the weapon. They are incorporated along with the damage multipliers of the special attacks to determine how much damage you will do with each shot. The best way to judge a weapon is to look at its average damage divided by its speed, but do not ignore the max damage value as it can be just as important. Also important is the range (the difference between the min and the max), as the range plays a large role in damage mitigation. More information can be found in the Damage Mitigation section of the FAQ.

Range Modifiers

These are the accuracy modifiers for your weapon. They are given at 3 ranges: Point Blank, Ideal, and Max. The numbers can be positive (better accuracy than base) and negative (worse accuracy than base). They affect the accuracy modifier that you can see above and to the left of your target. The higher the number, the more likely you are to hit your target. It is best to know what your weapon's ideal range is and to try and stay at that range. Range modifiers on weapons can be increased by adding scopes to them, at the cost of higher HAM costs.


HAM Costs

These stats indicate how much health, action, and mind it takes to fire off a special. They are used in formulas along with the HAM cost multipliers of each special to determine the overall HAM costs. Generally, carbines have higher action costs than health and mind, though there are many factors such as scopes, stocks, WS experimentation, etc. that effect HAM costs. More information on reducing HAM costs can be found in the HAM cost section of the FAQ.

Radius

This stat is found only on the EE3 carbine, and has no known relevance to anything in the game.





What are some common stats and descriptions for the various carbines at our disposal?


CDEF Carbine

Certification .......... Novice Marksman
Damage Type ........ Energy
Armor Piercing ..... None
Ideal Range ........... 35m


The only good use for the CDEF I can think of is for helping out noobie friends without stealing much XP from them.


DH17 Carbine

Certification........... Novice Marksman
Damage Type........ Energy
Armor Piercing..... None
Ideal Range........... 35m
Power Handlers.... 1


A very nice carbine for beginning marksmen to experienced carbineers, its low HAM costs make it useful when playing unbuffed, but its lack of armor piercing hurt it against medium to high end mobs.


DH17 Snubnose Carbine

Certification ............ Marksman: Carbines I
Damage Type ......... Energy
Armor Piercing ...... None
Ideal Range ............ 25m
Power Handlers .... 1


Basically identical to the DH17 in every area other than looks, though the shorter barrel reduces the ideal range to 25m. Many prefer it over the DH17 because it looks better.


E11 Carbine

Certification ............ Marksman: Carbines II
Damage Type ......... Energy
Armor Piercing ...... Light
Ideal Range ............ 30m
Power Handlers .... 1


Generally has a nice, tight damage range with a good minimum damage. Slightly less damage than an Elite, the E11 is preferred by those that want a Krayt enhanced weapon at a lower cost than the Elite carbine due to the fact that it only requires 1 power handler. Its light armor piercing make it more potent against armored opponents than the DH17s.


Laser Carbine

Certification ............ Marksman: Carbines III
Damage Type ......... Energy
Armor Piercing ...... Medium
Ideal Range ............ 50m
Power Handlers .... 3


The "heavy hitter" of the carbine family, the laser has a quite high maximum damage. Often preferred for its high damage output, medium armor piercing capabilities, and long range, the laser makes for a very good weapon in PvE. Though it is still very good in PvP, the laser suffers greatly from damage mitigation and its loss of accuracy at close ranges. Many people ignore this, and still dub the laser carbine as their weapon of choice in PvP.


DXR6 Carbine

Certification ............ Marksman: Carbines IV
Damage Type ......... Acid
Armor Piercing ...... Light
Ideal Range ............ 22m
Power Handlers .... 5


Known for its acid damage, the DXR6 is a must have weapon for any carbineer. Comparable to the Elite and the E11 in damage, speed, and AP, the DXR6 is sometimes preferred over those two for its ability to inflict acid damage and its shorter range. The DXR6 is very useful in both PvE and PvP.


EE3 Carbine

Certification ............ Marksman: Carbines IV
Damage Type ......... Heat
Armor Piercing ...... None
Ideal Range ............ 27m
Power Handlers .... 3


Known for its heat damage, the EE3 is a very common carbine for progressing through the ranks of carbineer. Its damage and speed are good, but the biggest downfall of the EE3 is its lack of armor piercing.


Elite Carbine

Certification ............ Novice Carbineer
Damage Type ......... Energy
Armor Piercing ...... Light
Ideal Range ............. 40m
Power Handlers ..... 4


Exclusive to carbineers, the Elite carbine is one of the most versatile carbines in the game. With slightly more damage than the DXR6 and E11, the Elite carbine is preferred by masters that can reach the speed cap. Though it may not out damage the laser in PvE, the Elite shines most in PvP against opponents with ranged mitigation. With about equal speeds, the Elite's tight damage range allow for a much lower reduction in damage versus mitigation compared to the laser. With the right skill mods, and the right add-ons to the Elite, it can be one of the most deadly carbines in the game. If there were one downfall to the Elite, it would be the fact that it does energy damage, which is a very common damage type for ranged weapons, and is resisted quite easily by many targets.


Enhanced E11 Carbine

Certification ............ Novice Carbineer (?)
Damage Type ......... Energy
Armor Piercing ...... Light
Ideal Range ............. 30m
Power Handlers ..... 1


Usually preferred over a typical E11 due to its health bleed DOT, the Enhanced E11 has practically replaced the normal E11. The schematic for the Enhanced E11 is rewarded at the Imperial theme park quest, and is a limited use schematic.


Nym's Slug-thrower Carbine

Certification ............ Novice Carbineer
Damage Type ......... Acid
Armor Piercing ...... Light
Ideal Range ............. 35m
Power Handlers ..... NA (not craftable)


For some players, the Slug-thrower is used as a replacement for the DXR6, though many carbineers just hang it on their walls as a trophy. Though some players swear by it over the DXR6, the fact that the Slug-thrower is not craftable makes it very easy to find a DXR6 made by a good WS that outshines the Slug-thrower. The Slug-thrower is a reward from the Nym's Stronghold quest on Lok.

Message Edited by novamarine on 07-12-2004 09:51 AM

novamarine
Fri May 14, 2004 7:20 pm
#10





How to buy an Elite Carbine for use in PvP.

What customizations can a Weaponsmith do when make a carbine?

Contributed by Bermag (Carbineer/Weaponsmith)


The goal of this section is to explain the different options that can be used to create various types of elite carbines. The focus is on making elite carbines for use in PvP. Stats might vary quite a bit from server to server depending on the resources available. When making a gun for pvp there are some things to think about:



  • Minimumum damage is very important because the way damage mitigation works (see the section on damage mitigation for more info). This makes the Elite the best carbine (followed by DRX6 - my personal favorite) because of the high minimum damage.

  • HAM cost is usually not a problem since you will (and should) be buffed.

  • Accuracy (range mod) is important to be able to hit an opponent with good defense mods. DO NOT NEGLECT ACCURACY!

A basic Elite with no optional components does not have very exciting stats. With our resources on Wanderhome it would be about damage: 110-191 speed 3.5. How can we make this better?


1) Stocks


a) Advanced stocks. This is your cheapest alternative. A weaponsmith should be able to experiment an advanced stock to about damage 40-40 speed +0.3 (i.e. making it 0.3 slower).

Typical stats:

Min dam: +40
Max dam: +40
Speed: +0.3 (mine are 0.294)
Ham cost: 28/28/28
Wound: +10
Range mod: +10

You get better damage, accuracy and wound for the cost of slower speed and higher HAM cost. Note: In almost every case advanced stocks give you a higher DPS than with out. The speed penalty is worth it.


b) Form-fitted stocks

These are quest items from the imperial theme park (if you are lucky to get them). Price vary depending on your server (might cost about 100-250k).

Stats:

Min dam: +25
Max dam: +30
Speed: -0.5 (yes, 0.5 BETTER speed)
Wound: 10
Ideal Range: 15

This stock is great! if you are a BH/Carbineer you might not need the extra speed and instead use the cheaper and higher damage advanced stock. Also no extra HAM cost!


c) Looted exceptional/legendary stocks

Those are rare. Stats vary a lot. I have got some with stats:

Min dam: 23
max dam: 38
Speed: 0.176
Range mod: +62

Also no extra HAM cost. If they are worth using depends on the stats of course. This stock is IMO better used for a T-21 (which have bad accuracy since you can't use scopes). For a Carbine I would prefer the form-fitted stock.



2) Scopes


Scopes do nothing to your damage. You can however experiment it on damage but it only adds wounds. The reason to use them is to improve accuracy. No gun that can use a scope should be without it.


a) Normal scopes. A master WS can experiment those down to zero HAM cost but actually adds +1 because of rounding.

Typical stats:

Range mod: +10-15 (I have 12 points and my are usually +15)
HAM Cost: 1/1/1
Wound: 2


b) Advanced scopes. Those are heavier on HAM cost but possible to get range mod a lot higher than

Typical stats:

Range mod: +40-42 (my are +42)
HAM cost: 17/17/17
Wound: 5

For an Elite Carbine for PvP I would use advanced scopes. I usually use normal scopes for "normal" guns.



3) Barrels


a) Normal barrels.

Typical stats:

Min dam: 9
Max dam: 9
Speed. -0.46
Range mod: +5


b) Advanced barrels

Typical stats:

Min dam: 11
Max dam: 11
Speed; -0.33
Range mod: +18


c) Looted exceptional / legendary blaster rifle barrels

Stats vary. I don't have any examples right now. My partner had one which was about double damage or so. There might be some really good loot exceptional/legendary barrels. I talked to one guy that had a pistol barrel which was dam: 49-33 speed: -2.156!!! If I found a rifle barrel anything close to that ....

As you see normal barrels are 2 pt less damage and less accuracy. Looking at DPS, normal barrels give you higher DPS, but on the other hand you have worse accuracy. Nor sure myself which is more important. I have been using advanced barrels but that is more of marketing reason than anything else (and accuracy IS important on a pvp gun).



4) Power handler


It is here Krayt tissues go. Stats vary on tissues. The most common (and cheapest tissue) is +30 max dam and -0.3 speed. Price and availability vary depending on server. On Wanderhome, a single +30/-0.3 tissue will cost about 200k each. A +50 and speed -0.5 will cost about 600-700k each. We recently had an auction on wanderhome for 6 x +97 tissues which were sold for 22 million.


You need at least 5 identical (same serial number coming from same drop) tissues. The Elite Carbine requires 4 identical power handlers. This means they need to be made in a factory and to make them in factory you need to first make a schematic for the krayt enhanced power handler. This means you will waste one tissue to make the schematic and the 4 others are used in the gun. If you have more than 5 tissues you can use the same schematic to make handlers for more guns. Nine identical tissues will give you handlers for 2 elite carbines. The max number of identical tissue is 11.


The end result you get when using Krayt tissues is to add the damage ofthe tissue to the maximum of the gun and subtract the speed (assuming no failed experimentation). Even if more than one tissue/handler is used, those are not stacked (using 4 x +100damage tissues will "only" give you +100 damage). Is it worth it? Depends on how rich you are . Using the cheapest tissues would cost you at least 1 million. If you are unlucky and get a bad slice then stats might be worse than using a non-enhanced gun and a good slice. For the cost of the +30 tissues you would be able to buy 50 normal Elite Carbines and have them all sliced. You would most certainly get a 30%+ slice. However, with Krayt tissues you get both a damage and a speed improvement making it more valuable than for example Krayt enhancing rifles (where speed is of less or no importance). The damage boost is not that great since it only adds to maximum damage and maximum damage is greatly affected by damage mitigation.



Summary


To summarize, let's compare some stats (only useful for comparing different models not to compare with what you get on your server) for some different models:


1) Elite w/o stock and adv scope dam: 110-191 speed: 3.5 Range mod ideal: +44 HAM: 31/49/25 - DPS 43


2) Elite with advanced stock and scope (my standard pvp model): dam: 150-231 speed: 3.8 Range mod: +81 HAM: 76/94/70 - DPS 50.1


3) Elite with form-fitted stock and adv scope: dam: 135-221 speed: 3.0 Range mod: +86 HAM: 48/66/42 - DPS 59.3


4) Krayt Elite using 30/-0.3 Krayt and form-fit stocks and avd scope: dam 135-251 speed: 2.7 Range mod: +86 HAM: 48/66/42 - DPS 71.5


5) Krayt Elite and adv stock/scope: dam 135-261 speed 3.5 Range mod: +81 HAM: 76/94/70 - DPS: 58.6

Message Edited by novamarine on 05-18-2004 10:47 AM

novamarine
Fri May 14, 2004 7:21 pm
#11




Reserved for future expansion

Message Edited by novamarine on 06-24-2004 11:07 AM

pentjaksilat
Fri May 14, 2004 10:45 pm
#12

that's all you get.

lookin forward to it nova!

~pentjak



retired: 09/02/'04.
RIP Dunadan
...being perfected in a short time, he fulfilled long years; for his soul was pleasing to the Lord, therefore he took him quickly from the midst of wickedness...

novamarine
Sat May 15, 2004 12:46 am
#13


Carbineer: Good!


All other professions: Bad!



[Blame TAFirehawk. Really.]

Message Edited by novamarine on 05-14-2004 04:45 PM

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