Carbineer Archive
Thread: Carbineer's getting some love'n on test
I might have missed some of the changes but here goes
Well Good news people along with swoop/speederbike/X34Landspeeders(eng4) we got a little boost in are class.
In the counterinsurgency line instead of +5 to counter attack in each of the 4 levels it's up to 20+ in each with a +25 for the master box
also in the counterinsurgency line is something called Ranged Damage Mitigation 1 and 2 with the level 3 in the master box said to limit the damage went attacked by Ranged weapons(all elite combat classes got some type of this abilty but for like pikemen it's a melee damage Mitigation so that would help them a lot more against PvE than it helps us.
counterinsurgency also has an increased vs Intimidate at 25 instead of 15+
To bad I don't have the counterinsurgency line ![]()
well did not field test any of this since not a carbineer on test so I do not know if 105+ counterattack does much but we can hope
But terrible news are comming with HAM system change, the day when we i finnaly kill myself has came!
Go to tc and try it! Its terrible i will use 3 full auto and anyone will kill me with one shot and i wont have chance to heal it due new system. (see: http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=39490)
Exactly, we now really get to kill ourselves.
The new anti-carbineer combat system is the death of carbineers.
Well time to start planning my exit.
DonGizmo,
Are you speaking from fact or speculation?
Under this new system, if carbineers have not had their HAM lowered they will become unplayable.
I also see alot of medics, doctors and combat medics getting really mad. They don't get exp for healing pets and if they don't get to heal HAM costs they are going to be pissed.
Guess you'd better start carrying Sunburns around (or whichever ones inprove strength and quickness.)
Counterinsurgency is an ownage line. The +105 counter attack mods were already implemented last month, check the skill tree's and this + 105 counter attack really shows. Countless times now I have counterattacked and survived high damage shots, as well as generally counter attacking lesser shots. It has made a master carbineer into a rock with a rapid cannon.
Burst Shot 1 does almost as much damage as crippling shot, only its twice as fast.
Supression fire 2 rules, I'm sorry that so many think this move sucks, but I've pounded players for 400pts of damage with it, and it forces posture change, which has proven to be an effective fighting tool against Melee. 3 supression fires and their health is down very low and they're still 30 meters away from me.
I am hear to tell all that Carbineer does not suck, go master and it all comes together.
FIX CHARGE SHOT 2
i'll definitely be testing out the new combat system with my carbine, and hopefully i can get another fellow carbineer to join me... as soon as i finish my paper due this evening.
if any carbineers wants to come to TC and see how the change affect carbineers, feel free to contact me.
Also seen posts that it gets much faster as you get close to 0. (seen only 2 posts with numbers, 1 said 7-11 per second ham MAX increases near the top, while the other said when max was VERY low, he was seeing 90 per second HAM Max rate regeneration.) Not sure if either is correct. {DEVS PLEASE GET TC UP or GIVE US SOME INFO} Both could be wrong.
-Rorrimot
novamarine:
i was not able to make full test, becose i got Connection to SWG lost every 3 minutes so i was not able to get some carbine and try it (im pistoleer on tc). But if i used pistoler, my ham did reduce when i was shoting special all the way by 30-70%, and pistoles have lowest ham! Im not sure it was reduced, but if it was not, its end for us.
i got 400 all sec stats except mind stat, and regeneration was fast, about 5-15ham per second, buf if carbiners shoot spec for 1s and it cost 30 action, 20 health and 10 mindso... i wonder
i will try it as soon as possible.
Mik-Kael wrote:
Counterinsurgency is an ownage line. The +105 counter attack mods were already implemented last month, check the skill tree's and this + 105 counter attack really shows. Countless times now I have counterattacked and survived high damage shots, as well as generally counter attacking lesser shots. It has made a master carbineer into a rock with a rapid cannon.
Burst Shot 1 does almost as much damage as crippling shot, only its twice as fast.
Supression fire 2 rules, I'm sorry that so many think this move sucks, but I've pounded players for 400pts of damage with it, and it forces posture change, which has proven to be an effective fighting tool against Melee. 3 supression fires and their health is down very low and they're still 30 meters away from me.
I am hear to tell all that Carbineer does not suck, go master and it all comes together.
Well Mik-Kael, here's our reasoning with Supression Fire 2.
It'd be great if it were in the Marksman class. As is though, it's in the higher tiersofthe Carbineer class. We don't see the need to use it, because at Novice Carbineer (if I'm not mistaken) we get Action Shot 2.........which does the same posture changing. PLUS it tacks on the action bleed. Since that's the case, I'd rather hit them with the Action Shots and stack the bleeds. The timer on posture changes prevents Supression Fire 2 from working more than once anyway, really. Pretty useless to me, but fire on, my friend.
Counterattack implies thatyou will counter an attack withanother attack. Makes sense, right? That's not what happens. You just dodge. Don't get me wrong, dodging's great. But, why isn't the move just called Dodge? If we didn't see "Counterattack", we wouldn't be thinking "Counterattack". Maybe it's the same logic the devs use with the whole "Carbinier" thing. Doesn't seem like brain surgery to me. Oh well, what do I know? Scratch that, what do I "knoe"?