Carbineer Archive

Thread: charged shot versus stopping shot?

Ladywolff
Thu May 19, 2005 2:58 pm
#1

i have enough points exactly to get basic pistol stopping shot or basic carbineer charged shot. How successful is the knockdown for charged shot?




--Ladywolff-
**Sith Apprentice - Syrene**
(Vendor "Ladywolff"on Tatooine, Bantha Plains (4748,8,-6586))
**Katrin'a Blade - 12pt AS/WS**
**Kristoff - Elder - Commando**

memnoch37
Thu May 19, 2005 3:20 pm
#2

Charge Shot is very reliable. Good damage mod, not horrible action costs, and has a better chance to KD than BH's Underhand Shot. Can't say I've ever had to fire it more than twice to get it to stick; 90% of the time they drop on the first one.






Memnoch

jalexu
Fri May 20, 2005 1:14 am
#3


With kd they can get up in a second, with root they can't move for several seconds





Arano Darkmoon
\\Rebel Elite Corps
MoonStorm
//Padawan Learner
» Wanderhomies.com - Wanderhome community website
» On leave indefinitely

Coreena
Fri May 20, 2005 3:17 am
#4

Firearm Knockdown (the melee style from Marksman) has a windup time, I can't remember charge shot having one as well, I'm pretty sure it doesn't, but it moves you 5 or 10m forward





Coreena Telios
Master Dancer
Starsider Galaxy
memnoch37
Fri May 20, 2005 5:53 am
#5






raymandust wrote:
that would be a no, "has a better chance to KD than BH's Underhand Shot". this all depedns on your skill level, ranged accuracy and so on but for me underhand shot has never failed yet not once.

Charge shot is a good move but does it have a wind up? Try that against someone in pvp and you see the benifits of underhand over charged right away, if they are using underhand shot they will get to you 1st.

I would only use charge shot as a 1st move in pve becasue of the wind up delay but yes it is a good move.





I would agree with you, except for the fact that CS does have a slightly better chance to KD, it deals exactly twice as much damage, useslessaction, and has the same cooldown time...


The reason any KD will almost never fail, is because not many things have high KD defense anymore.


And no, CS has never had a windup.






Memnoch

Kyodor
Fri May 20, 2005 8:23 am
#6

CS is better than Underhand, yet Underhand proved to be very reliable for me.



Logic
Grammar
Ratification

Got Coherence?

raymandust
Fri May 20, 2005 12:01 pm
#7

that would be a no, "has a better chance to KD than BH's Underhand Shot". this all depedns on your skill level, ranged accuracy and so on but for me underhand shot has never failed yet not once.

Charge shot is a good move but does it have a wind up? Try that against someone in pvp and you see the benifits of underhand over charged right away, if they are using underhand shot they will get to you 1st.

I would only use charge shot as a 1st move in pve becasue of the wind up delay but yes it is a good move.
Grifn
Sat May 21, 2005 6:05 am
#8






memnoch37 wrote:


The reason any KD will almost never fail, is because not many things have high KD defense anymore.




This is made up for with the new /knockdownrecovery ability, which is a great thing.




____________________________________________________________________
Grifn J'Aago: Master Bounty Hunter of the Bounty Hunters Alliance
TK 1158 - Member of the 501st - Empire City Garrison, Brooklyn NY
My Bounty Hunter Feature Movie: Entry 1 The Rodian Acquisition
Sobekeus
Sat May 21, 2005 6:13 am
#9

Charge shot will KD anything 95% of the time provided it is the first attempt...the chances seem to decay, and consecutive CSes seem to be a waste of special. As in the second KD (of any kind) within say 15 seconds of the first one will fail 95% of the time. I havent run the precise numbers, but that is about right from my experience.



~Sobeseki Pawi, Bria, Carbine Specialist

Remove the Jedi from the game or the GCW, there is no other option.
Grifn
Sat May 21, 2005 6:16 am
#10






Sobekeus wrote:

Charge shot will KD anything 95% of the time provided it is the first attempt...the chances seem to decay, and consecutive CSes seem to be a waste of special. As in the second KD (of any kind) within say 15 seconds of the first one will fail 95% of the time. I havent run the precise numbers, but that is about right from my experience.





Yep. I noticed this too. They seem to develop an immunity after the first sucessful KD. Opening with a KD is very effective. As long as it doesn't miss, he goes down every time.



____________________________________________________________________
Grifn J'Aago: Master Bounty Hunter of the Bounty Hunters Alliance
TK 1158 - Member of the 501st - Empire City Garrison, Brooklyn NY
My Bounty Hunter Feature Movie: Entry 1 The Rodian Acquisition
_scout_
Sat May 21, 2005 6:27 am
#11

PRE CU there was a KD immunity which last about 30 second (as far as I remember). During this time you cant KD a target another time. My Observations lead to the point that this KD immunity timer is still working.

you might want to macro your chargeshot to increase effectiveness into:

mod_KD
/chargeShot
/legShot
/pause 29
/alarmAddInn 0 0 KD Immunity is over!



- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

TAfirehawk
Sun May 22, 2005 5:41 pm
#12

There is still a KD Immunity Timer in place as well as SNARE and ROOT Immunity Timers.


Something nobody mentioned.....KD gives you at 20% damage bonus and ROOT/SNARE give nothing.


Let me debunk a previous post here, the KD lasts 5 seconds approx but you only fire every 3 seconds so you only get 1 hit really. The lag and latency of the graphics is what makes it look like they are down for 1 second, but it simply isn't true.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Page 1 of 1
Previous Next