Carbineer Archive
Thread: Multiple Questions... If any are in a faq please tell me!
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TimePalladin
Sat Mar 12, 2005 10:00 am
#1
Alright I recently mastered carbines, i read the FAQ but some information i am missing and/or missed.
currently im making a BH hunting suit, and i dont know if BE clothing mods cap at 25 like the rest,( for example stun defense) im guessin they do, but i want to make 100% sure. Also i would like to know if accuracy while moving is proven to be working.
And my laser carbine has +70 accuracy mod at 50 meters, im not sure but i dont think i have ever seen anything over +50.
once again sorry if any of this info is FAQ'd.
oh yeah killed my first jedi today! YAY! im now 1-1
man it was awesome but the story is for another forum.
currently im making a BH hunting suit, and i dont know if BE clothing mods cap at 25 like the rest,( for example stun defense) im guessin they do, but i want to make 100% sure. Also i would like to know if accuracy while moving is proven to be working.
And my laser carbine has +70 accuracy mod at 50 meters, im not sure but i dont think i have ever seen anything over +50.
once again sorry if any of this info is FAQ'd.
oh yeah killed my first jedi today! YAY! im now 1-1
man it was awesome but the story is for another forum.
Feomatar
Sat Mar 12, 2005 10:25 am
#2
TimePalladin wrote:
Alright I recently mastered carbines, i read the FAQ but some information i am missing and/or missed.
currently im making a BH hunting suit, and i dont know if BE clothing mods cap at 25 like the rest,( for example stun defense) im guessin they do, but i want to make 100% sure. Also i would like to know if accuracy while moving is proven to be working.
And my laser carbine has +70 accuracy mod at 50 meters, im not sure but i dont think i have ever seen anything over +50.
once again sorry if any of this info is FAQ'd.
oh yeah killed my first jedi today! YAY! im now 1-1
man it was awesome but the story is for another forum.
Yeah, all additional mods cap at +25, except those from food.
It isn't proven wether accuracy while moving works or not... most carbineers act on the assumption that it does, but it's really difficult to test it out.
Accuracy mods work above +50 too, the number next to the HAM bar of the target caps at +50/-50, but accuracy mods work above this limits.
TAfirehawk
Sat Mar 12, 2005 11:59 am
#3
Feomatar wrote:
TimePalladin wrote:
Alright I recently mastered carbines, i read the FAQ but some information i am missing and/or missed.
currently im making a BH hunting suit, and i dont know if BE clothing mods cap at 25 like the rest,( for example stun defense) im guessin they do, but i want to make 100% sure. Also i would like to know if accuracy while moving is proven to be working.
And my laser carbine has +70 accuracy mod at 50 meters, im not sure but i dont think i have ever seen anything over +50.
once again sorry if any of this info is FAQ'd.
oh yeah killed my first jedi today! YAY! im now 1-1
man it was awesome but the story is for another forum.
Yeah, all additional mods cap at +25, except those from food.
It isn't proven wether accuracy while moving works or not... most carbineers act on the assumption that it does, but it's really difficult to test it out.
Accuracy mods work above +50 too, the number next to the HAM bar of the target caps at +50/-50, but accuracy mods work above this limits.
And just to clarify this some more......BE clothing mods COMBINED with SEA's can not exceed +25 for each skill mod......so getting +25 Stun from BE clothes and then +25 from AA's will only result in a +25 bonus.
Ackehece
Sat Mar 12, 2005 12:28 pm
#4
TAfirehawk wrote:
Feomatar wrote:
TimePalladin wrote:
Alright I recently mastered carbines, i read the FAQ but some information i am missing and/or missed.
currently im making a BH hunting suit, and i dont know if BE clothing mods cap at 25 like the rest,( for example stun defense) im guessin they do, but i want to make 100% sure. Also i would like to know if accuracy while moving is proven to be working.
And my laser carbine has +70 accuracy mod at 50 meters, im not sure but i dont think i have ever seen anything over +50.
once again sorry if any of this info is FAQ'd.
oh yeah killed my first jedi today! YAY! im now 1-1
man it was awesome but the story is for another forum.
Yeah, all additional mods cap at +25, except those from food.
It isn't proven wether accuracy while moving works or not... most carbineers act on the assumption that it does, but it's really difficult to test it out.
Accuracy mods work above +50 too, the number next to the HAM bar of the target caps at +50/-50, but accuracy mods work above this limits.
And just to clarify this some more......BE clothing mods COMBINED with SEA's can not exceed +25 for each skill mod......so getting +25 Stun from BE clothes and then +25 from AA's will only result in a +25 bonus.
To Clarify even further - all mods bio/SEA mods cap at +25
but food bonus stack ontop of them
as do Squad Leader bonuses if you are grouped with one of them.
wilibus
Sun Mar 13, 2005 1:19 am
#6
As far as the +70 acc on your carbine, it is likely due to the scope that was used to craft. Most weaponsmith's opt for the lower accuracy ones that only add 1/1/1 HAM.
If you check out your HAM costs they are likely a bit higher than most "stock" laser carbines. But with buffs nowadays it isn't hard to counter those costs.
If you check out your HAM costs they are likely a bit higher than most "stock" laser carbines. But with buffs nowadays it isn't hard to counter those costs.
Sylow
Mon Mar 14, 2005 8:46 am
#7
Which leads me to a small question, though: do the lootable booster things (which give carbine speed +10 for 10 minutes or so) work like SEAs or like food?
To Clarify even further - all mods bio/SEA mods cap at +25
but food bonus stack ontop of them
TAfirehawk
Mon Mar 14, 2005 2:49 pm
#8
Sylow wrote:
Which leads me to a small question, though: do the lootable booster things (which give carbine speed +10 for 10 minutes or so) work like SEAs or like food?
To Clarify even further - all mods bio/SEA mods cap at +25
but food bonus stack ontop of them
Like Food.....they work on top of the SEA's.....or at least should. I have some and should try it
AdmiralSpy
Wed Mar 16, 2005 7:41 pm
#9
TAfirehawk wrote:
Like Food.....they work on top of the SEA's.....or at least should. I have some and should try it
They work on top of SEAs / food.. and the best analogy would be "spice" without a downer.
IE, you can have +25 Carbine Accuracy, pop Citros Snowcake for added accuracy (40ish) and pop a Carbine Accuracy +10 stim for even more.
TimePalladin
Wed Mar 16, 2005 7:47 pm
#10
i havent seen any citros on my chef vendors, what stats does it average?
Feomatar
Thu Mar 17, 2005 4:08 am
#11
TimePalladin wrote:
i havent seen any citros on my chef vendors, what stats does it average?
Should be around +40% accuracy... oh, can't find any on gorath's chef vendors anymore eigther.
TimePalladin
Thu Mar 17, 2005 10:09 am
#12
holy !@#$ i didnt know it was 40%, so it gives you 40% of your current accuracy as a bonus? dang ill be sprting 315 accuracy in pvp! woop. that will blow straight through defense stackers. one of my friends has some deadeye spice left over 2.
AdmiralSpy
Thu Mar 17, 2005 11:29 am
#13
Yep - increases your change to hit a target by 40%. Whether that's a base-value addition or a roll based on your current accuracy modifier I'm not sure, but to a Carbineer, it's one of the best foods available.
It seems to help land posture-changes and KDs, and yes, you can get your accuracy well into the 'effective' 300+ range.
It seems to help land posture-changes and KDs, and yes, you can get your accuracy well into the 'effective' 300+ range.
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