Carbineer Archive
Thread: About to get CounterInsurg 4 Why?
I'm not sure I understand the purpose of SuppresionFire2 guys, can someone help me out?
Here's my reasoning: If your opponent is far enough away, the lower your stance is the better your aim is(that is, given that you're a ranged fighter). Carbine is a ranged class - thus I'm always far away when attacking - So why would I want to lower my enemies stance, which would result in them having better aim to shoot me with? I don't get it.
The only way this has been beneficial so far (suppresion1) is keeping enemies from attacking my pets by being forced into prone. But if my pets are tanking, I don't care what stance my enemy is in (except if he's a melee fighter) because my pets can usually take the heat.
Anyone wanna help me with the tactical use of this special? Forgive me if I'm overlooking something REALLY obvious
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Wait a minute - is Suppression2 supposed to be used against creatures/melee enemies only? If so, I think I'd much rather have something better to fight ranged enemies with
Don't get me wrong, I'd love to stop creatures in their tracks though. Anyway - please advise your fellow carbineer!
I think (correct me if i'm wrong) it works like this.
Standing = Normal Damage
Crouched = Damage * 1.5
Prone = Damage * 2
In the past we (carbineers) used to be able to lower our enemies posture to a prone position and cause twice as much damage. But since the posture down and knockdown nerf we can't do this with posture down unless our target is already crouched.
We still have knockdown tho.
Although having said this I also seem to remember that if your posture is lower you are harder to hit. Not sure on the figures for that tho.
Yes, Supression Fire 2 is meant for melee targets. It keeps them from rushing you by driving them into the ground. Why anyone would use it instead of Action Shot 2, which does the same thing and hits with the action bleed, is beyond me.
As far as the stances go, when you're standing you're least vulnerable to melee and most vulnerable to ranged. Vice versa for prone. Tactically, you could use the posture change effects in ranged combat to keep your opponent at your ideal range. Quick example: Carbineer vs Rifleman. Rifleman will be trying to back up as far as possible to get the 60+ meters needed for his rifle's ideal. Posture changes increase his accuracy, but force him to stop moving, allowing you to close in underneath his ideal range, so the closer you get, the worse off he is. Carbineer vs Pistoleer, same thing with the Carbineer in the rifleman's place. You want to keep out of the Pistoleer's 15-25M spread. Posture change him so he can't chase you, and you can keep him at 50m. Unfortunately, the weapon ranges are a little skewed, as a pistol has little trouble hitting you at 45-50m. Oh well, they tried didn't they?
I use supression fire 2 on melee fighters all the time. Action shot to start, so they get a nice bleed and posture lowered, then spam supression fire 2 because of the high damage it does. Its great for kitiing stupid TKA's that are so drunk on their own power they foolishy charge anything they see. I only have to kite about 40 meters back and spam supression fire 2 before they're incapped in the dirt.
I usually do around 200-400 pts of pvp damage with it. Much better than supression 1 and I'm sorry its better than actionshot 2 which is only useful for its bleed effect with a posture change.
what an awesome time to see this thread...i'm working on suppressionfire2/counterinsurgency 4 as we speak ![]()
can't wait to get supp2...and the extra +20 counterattack.
Hmm lots of good answers here guys thanks. Looks like I can use it in a few different ways, especially to lower enemies and have my pets pummel them while proned, and even tho they'll be harder to hit, I can hit them for more from where I am. Also - the tactics for riflemen/pistoleers are useful too, but seem like they'd need some practice to get right. It seems like you'd have to hit them at just the right time. Great information none the less.
I don't PvP so the TKA thing isn't all that important, but will be helpful for melee NPCs.
Well I'm glad I asked and it seems like enough of a tactical bonus to spend my xp on. Thanks for all the feedback - please continue to post any more thoughts/tactics concerning this special. I'm sure I missed a couple of the good points posted in my response but blame SOE for the crummy forum ![]()
Cheers.
Ok,
Suppression 2 vs. Action Shot 2 ?
Anyone want to crunch the numbers?
What is the difference in damage, if any?