Carbineer Archive
Thread: Quick List of Special that dont work please.
Carbineer is pretty lucky, there is no special where current consent is that it's not working at all.
Rapid fire and scatter shot are considered to be redundant. At the start, they seemed to both just be a low version of legshot but since alternating specials gives you more damage per time, at least one of them still makes sense. Some people prefer rapid fire, i personally say that scatter shot does better. It does similar damage as rapid fire (though, the combat log is bugged, only displays part of the inflicted damage) and seems to be a bit less costy in terms of action.
The other thing to be discussed is suppression fire. It seems to have the bug to sometimes snare members of the own team. Also, if it works well or if the functionality is still lacking is a general topic of discussion here. Some people say that it works fine, i personally found it to be working but not being completely relyable and am a bit unhappy as the effect for my taste is not sufficient. (Some people claim that it saves their lives. I personally feel that i'm better off by not using it, it agros too many targets on me while not really keeping the old agro away from me, the targets slow down for a moment, but even with spamming suppression fire and having +40 terrain negotiation, i had them catch up on me during several of my personal tests...)
Rapid Fire is broken in that it has the same speed as other Specials.
Scatter Shot is not broken but its purpose is 99% worthless with the HAM changes. Originally the HAM system was not like this so Scatter Shot still meant something by hitting all three pools.....but Scatter Shot never got 'fixed' once HAM went to just Health.
All other Specials in Carbineer are working as intended.....even if some don't like them ![]()
I see more use in Scatter Shot at the moment than with Rapid Fire... Scatter Shot uses a little less action and performs significally better when you fight a guy with cyberarms.
Scatter Shot is not broken but its purpose is 99% worthless with the HAM changes. Originally the HAM system was not like this so Scatter Shot still meant something by hitting all three pools.....but Scatter Shot never got 'fixed' once HAM went to just Health.
Sylow wrote:
I see more use in Scatter Shot at the moment than with Rapid Fire... Scatter Shot uses a little less action and performs significally better when you fight a guy with cyberarms.
Scatter Shot is not broken but its purpose is 99% worthless with the HAM changes. Originally the HAM system was not like this so Scatter Shot still meant something by hitting all three pools.....but Scatter Shot never got 'fixed' once HAM went to just Health.
True about the cyberarms.....it may have a place but I have yet to see a cyberarm worth taking my armor away
True about the cyberarms.....it may have a place but I have yet to see a cyberarm worth taking my armor away![]()
Same here, i also prefer to have natural arms and armour over them. But when you're into basebusting (and base defending sometimes), you'll regularily see a few of those longest-range riflemen. Hard to pick out between the dozens of jedi, but if you find them, they're comparatively easy to remove with volley fire on them (uh, i am aware that's not a Carbineer ability, don't worry...) and then scatter shot to bring massive pain to their arms...