Carbineer Archive

Thread: This is how Charge Shot works!

Jybisu
Fri Jan 09, 2004 2:14 pm
#1

You forgot to mention it makes BH/carbineers practically unkillable due to the fact that spamming it after the first one still triggers the posture change and if your already dizzy it counts as KD.





Shape and substance day by day will vanish.
Hair and teeth will gradually fall away.
Always from the days of old men has it been this way
And none born can escape this thing.
- Tai
mcglonec
Fri Jan 09, 2004 2:37 pm
#2






Jybisu wrote:

You forgot to mention it makes BH/carbineers practically unkillable due to the fact that spamming it after the first one still triggers the posture change and if your already dizzy it counts as KD.





I didn't really forget it so much as it was implied. Note that I pointed out that the knockdown still occurs even if the timer has not yet expired. If the target is dizzy and you knock it down, it'll have an awfully hard time getting back up.


Another trick you can try with a brawler friend is to use knockdown in conjunction with warcry. Warcry delays the next action of the target by 10 seconds (I think that's accurate) and warcray 2, which is available to master brawler, delays their next action by 20 seconds. Now, think about this, you use charge shot to knock down a target. Your brawler friend uses warcry 2. It will now be 20+ seconds before the target can even stand back up - the whole time, you're gaining the x1.5 damage bonus.





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Euclid
Fri Jan 09, 2004 3:30 pm
#3

excellent post! cleared up alot of confusion from this new carbineer!

hexxum
tarquinas galaxy
AriasImmortal
Fri Jan 09, 2004 3:57 pm
#4

from experience, the "extra" KDs from chargeshot (the ones the timer doesn't apply to) aren't actual KDs, because if you dizzy someone then use an "extra" KD they get back up immediately

this shows that it doesn't actually give "extra" KDs, it just forces the victim to go through the KD/stand up animation, which is effective and annoying.



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

TrassNimode
Fri Jan 09, 2004 4:17 pm
#5

Arias is correct, it is not actually a 'knockdown'. While the target is on the ground from a shot other then the first KD, they can still dodge/block/counter-attack. They basically hit the dirt and bounce back up like you said.



Vane-Bothan Master Carbineer-Radaint.
Tyler-"And why would anybody want this $hit job?"
Jack-"Because it affords him other interesting opportunities."
Tyler-"Like splicing single frames of porno into family films."
Jack-"No one knows they saw it, but they all did."
Tyler-"A nice big c0ck..."
HighRoller3K
Fri Jan 09, 2004 5:00 pm
#6

Great post.



Annomander Rake...
(SCYLLA)
mcglonec
Sat Jan 10, 2004 1:26 am
#7

Okay, it seems there are a lot of folks confused about charge shot and many say that it is awesome while others think it is awful. Let me explain how it works and you can decide for yourself if it's awesome or stinks. First, let me start with a little background...


When SWG was launched, there was no timer on knockdowns. That meant that anyone with a knockdown attack could keep using that attack over and over again and keep their target pinned to the ground until he/she/it was dead. In order to avoid this, a patch was applied in which each person/creature has their own "knock-down timer." This timer starts any time something is knocked down. So, for example, if you knock down a snorbal, the snorbal's knock-down timer starts ticking. Any attempt to knock that same snorbal down again before the timer expires will fail. Once the timer expires, however, the snorbal is again open game to be knocked down.


That patch impacted charge shot as well as all other knock downs in this game. However, the way in which it impacted charge shot is a little awkward.


So here's what charge shot does:


When used, charge shot will cause your character to raise one hand into the air and "charge" your target. (Due to this, charge shot can only be used from a standing position - you can not use it while kneeling or prone.) The effect on the target is to do a small amount of damage and knock the target to the ground.


This is how charge shot becomes interesting:


The interesting part is how the aforementioned patch impacted charge shot.


When you use charge shot on a target, you knock the creature down and it will stay down for afew seconds. As far as I can tell, the knockdown occurs 100% of the time unless the target dodges/counterattacks/etc. This knockdown starts the target's knockdown-timer, which is a 30 second timer. During that time, if you use charge shot on the target, you will receive the message that you failed to knock down your target, but, the target does, indeed, fall to the ground. However, the target usually does an excellent impression of a rubber ball in that in bounces right back to its feet.


What this means, though, is that carbineers, in charge shot, have a knockdown attack that gets around the knockdown timer (sort of). The timer is still there but you can still use charge shot to pin a target to the ground.


Against a melee opponent, you can continually alternate charge shot and some other, more powerful, special to keep the target pinned to the ground and at bay until killed. The faster you can fire a carbine, the better you'll be able to keep them pinned.


So that, in effect, is why charge shot is considered so powerful.


Is it bugged?!?


Some people say it is, some people don't. However, the big voice in the SWG sky (that of the devs) says that it is working as intended. That leads me to believe that, for the immediate future, anyway, they're not planning on changing it. If you really want to argue about whether it is bugged or not, start another thread.


**Note that the knockdown timer and the posture change timer are very different things. You can use charge shot to knock a target down, thus starting its 30 second knockdown timer and, once it gets back to its feet, you can use action shot to lower its posture successfully, starting its 30 second posture change timer. By the time the target is back to its feet from the posture change (which, amazing, takes longer than getting up from a knockdown), you won't be far from being able to knock it down again with charge shot.





High Quality Chemicals by Bulbados: Nova Emberlene, Tatooine (-3944, -5871)

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