Carbineer Archive

Thread: chargeshot2 (and master carbineer in general)= **edit**?

makalas
Sun Nov 02, 2003 6:12 am
#1

i finally got chargedshot2 the other day (and master) and i went to test it immediately, figuring 'oh yeah its gotta be fixed by now, only total incompetant monkeys randomly banging away at keyboards and hoping to come up with some decent code could f*ck this up--i mean how hard could it be make chargeshot2 work since chargeshot1 works fine?'


well, all i have to say is give the devs a banana because not only does it NOT knock anything down, it isnt aoe either. i mean i could see monkeys screwing up the whole aoe knockdown thing but even a monkey could at least remember to put in the 'aoe' part-i mean hell, at least make it do aoe damage without the knockdown effect so it could be redundant just like all the other carbineer specials.


ive finally figured out what makes carbineer suck so bad. its not the ham really, im used to high ham. it not the speed. its not the mickey mouse stupid ass backwards weapons that suck harder the more advanced they are (ie dxr6, elite). what makes the carbineer suck is that in all of the 3rd, 4th and 5th(master) tier, there isnt a single special that is truly worth a sh*t other than crippleshot, (ya i know some people like scattershot2 but im a bit more selective about which damage i want to do; its really a pointless special unless you use it in pvp and pray for a mind hit). fullautosingle2 consistantly outperforms burstshot2, and chargeshot2 =see above.


basically we are the creature handler of ranged professions: master 2 skill lines and you pretty much got all you need, other than cs1. the rest just amounts to some useless counterattack and accuracy while running. why dont they just give us a bonus to burstrun and maskscent and call it good?





MachalaS EterA
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