Carbineer Archive

Thread: These good stats?

fleken
Thu Jun 09, 2005 2:26 pm
#1

http://img105.echo.cx/img105/9590/screenshot12821mt.jpg
http://img105.echo.cx/img105/5681/screenshot12818um.jpg
i also have a pair of pants with defense/defense 16 and carbine speed +4



Glue Stick - sexy sullustan with multicolor hotpants
Peevis - Noob marksman

Valcyn
Sylow
Fri Jun 10, 2005 4:03 am
#2




Call me stupid, but the only "advantage" i see at the carbine is very good speed, which you actually can't use anyways, both because of the cooldown timers and because of the massive SAC costs. And even this advantage, you buy by the use of a PuP which drastically reduces your accuracy and thus also reduces your actual damage output.


I think you'd be better off in removing the PuP... and i think you could improve further buy getting a carbine with more speed and less SAC.


About the shirt, i'd say, it's nice. Some of the skill-bonuses are old and i'd not expect them to work any more.

Carbine Aiming for sure is only historical, same is 99% sure for the carbine accuracy while moving. On the other hand, the defenses are very nice and the carbine accuracy and general ranged accuracy will improve your damage output a little.

On the pants you mention, you'll have +32 in your skill-sheet, in actual game-mechanics it'll be +25. But i can assure you, a +25 on all defences reduce your damage. (I did some SL-testing, the +30 group defense bonuses can be noticed.) With the additional speed bonus on the pants, although "only" +4, i'd repeat my advise, get a gun which is made for max-damage and min-SAC, speed is secondary. (Which means, ignore DPS... the value is very misleading when you plan to use specials and have good modifiers in weapon speed.)

Message Edited by Sylow on 06-10-2005 01:09 PM






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