Carbineer Archive

Thread: carbineer specials emphasize aoe attacks, but aoe attacks are borked: help!

HashiEno
Wed May 26, 2004 7:12 pm
#1

hello!


with the high number of area of effect attacks available to the carbineer, it seems obvious that it is somewhat of a specialty of the trade. however, the game mechanics which govern aoe attacks seem biased towards the random end of effectiveness, making them ultimately very ineffective.


this is especially impacting upon carbineers since we have few advantages in ranged combat beyond our aoe abilities when compared with the other ranged professions. we have the most limited of damage types available, and the least defense mods. speed and accuracy wise we are in the middle, making us unexceptional in this category. the only "advantage" that we have is our emphasis on aoe attacks. the bulk of our specials are aoe, especially compared with the very limited amount of aoe attacks found in other professions.


the fact of the matter is that i am having a hell of a time getting the aoe attacks to do what they are designed to do with any degree of certainty. sure they work... some of the time... on some of the mobs... but you never know if youre going to kd this one, or that one, or none of them. i understand a degree of randomness and chance to the mechanics, but this seems especially inappropriate to our profession. this is our specialty! and yet we are too hit and miss with the heart and soul of what we do.


and what is up with the "cone"? the cone within which our aoe attacks work is seriously difficult to work within. with the ongoing creature rebalance, the mobsseem increasingly programmed to move in ways which work against the aoe cone. on top of that, the cone itself seems painfully limited and "hit and miss". the accuracy mods on our aoe attacks seem skewed against us, which i could understand to a degree, yet it is our specialty. i really feel we should be able to work the cone better than other ranged professions. it is, after all, our specialization.


maybe im wrong. perhaps i just havent figured out how to work the cone yet. i had thought that maybe the difficulties i was having would evaporate as i grew closer to mastery. they have not. if anything, it just seems more and more insulting that i cant get the aoe attacks to count for much.


any suggestions? any input here? what is your experiencewith using the cone? does anyone have any tips or anything to help? im looking for the key here. help!


Bennyboy4308
Wed May 26, 2004 7:16 pm
#2

Well, not sure if this is your problem, but the cone shape of course grows as you get further away. If your enemy is at point blank, there is a poor chance they fall into the cone, but if you kite them a few meters they will fall into the cone because there is more area. Get my drift?



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
HashiEno
Wed May 26, 2004 7:25 pm
#3

i realize that the cone grows with distance, but the most common occurance for me using aoe posture changes is that if i have them all clumped together within ideal range and use an aoe posturedown, it will affect maybe 1 or 2 in five, maybe the one i had targetted, maybe not. the others continue to charge me causing a continuing divide in the placement of the mobs, now with some on their backs and others still charging. at this point the cone seems very ineffective, since there are now two or more "coneable" groupings on the field, yet the cone cannot address them both. its effectiveness is limited by too many variables.


too often i am forced to either abandon firing upon the group which is kd'd (loosing the damage mod) in favor of attempting to control the remaining chargers or continue firing upon the first group while running from (bad for acc. mods)or getting hit by the chargers.


Lihpson
Wed May 26, 2004 10:05 pm
#4






HashiEno wrote:

i realize that the cone grows with distance, but the most common occurance for me using aoe posture changes is that if i have them all clumped together within ideal range and use an aoe posturedown, it will affect maybe 1 or 2 in five, maybe the one i had targetted, maybe not. the others continue to charge me causing a continuing divide in the placement of the mobs, now with some on their backs and others still charging. at this point the cone seems very ineffective, since there are now two or more "coneable" groupings on the field, yet the cone cannot address them both. its effectiveness is limited by too many variables.


too often i am forced to either abandon firing upon the group which is kd'd (loosing the damage mod) in favor of attempting to control the remaining chargers or continue firing upon the first group while running from (bad for acc. mods)or getting hit by the chargers.









I know what your talking about...it happens to me all the time, and its pretty annoying.I usually spam posture change attacks (ie. /charge2 /action2 /charge2), and mix in FAA2 to try to get the dizzy. Thisseems gets most of them down, and I usually just tank the 1 or 2 charging mobs and focus on the kd'ed group.


Still can be kinda annoying, it would be nice if Chargeshot2 had a higher chance to kd. It seems like the only full group of npc's I can ever kd successfull are very low lvl and weak. Charge2 should be more reliable against higher lvl npcs.




********************************************
Gihpson
Master of Polearms
Personal Motto: "The more the better!"
Theme Song: "Burnin Ring of (mind) Fire"!
Wideshot
Wed May 26, 2004 10:57 pm
#5

What I would like to see is the AOE posture downs give a success message. The failure message is there and comes up often, it would be a moral boost to see a success message on the screen in the same manner.,Actually seeing the posture down can often be difficult, particularly in group play with several melees between me and my opponents.
Hav0c
Thu May 27, 2004 1:20 am
#6

I don't think you are going to affect all the target all the time. If we had a 100% chance to stick a state we would be nerfed so hard WE would be dizzy and stunned hehe


I really do like the idea of a success message for posture down though. I hope Nova reads this.......



Watph Brilo
Master Bounty Hunter

'I am Jack's broken heart'
novamarine
Thu May 27, 2004 5:06 am
#7

You are confusing the cone not working with the state or affect not working. You must understand that a given state or affect will not take affect with 100% reliability. Meaning: even if you hit a target with a posture down, it may still keep standing. This is greatly enhanced when hitting a group of creatures because it will affect only some of them while leaving others unaffected.


You have stumbled upon one of the largest problems carbines face as a result of the 30 second timer. Since you can only use knockdowns or posture changes once per 30 sec per target and you are not guarenteed to get the effect in 1 attempt, when you use these specials on a group you get the targets all out of synch. What happens is you affect some, then they stand back up, as those are standing up, you affect the others. While you are affecting those, the first ones affected run at you.


As you can see these specials simply cannot be trusted on large groups.
Rorenikibi
Thu May 27, 2004 7:43 am
#8

Not trusted for states or KD's.


FullAutoArea2 on a close formation of targets may not effectively or consistently hit the states, but I'll be damned if the damage doesn't rack up nicely.


The biggest thing I bet I am seeing are people who stand still during missions and let enemies gather on them. In order to keep that cone width wide at the target, you've got to keep the space between you and them open. Even if they are only a few meters behind you, keeping them all on one side of you keeps them in the area effect cone.


That means you're starting at 45-65 meters when you open fire and you're doing your damnedest to keep that distance there. If you get into CQC, change up your shots and pick them off one at a time.


Carbineers don't have a go to shot we can spam and forget. We've got an array of shots you have to be able to switch off between when the situation changes.




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


novamarine
Thu May 27, 2004 7:46 am
#9

I also want to add that the most effective way to use the cone specials is to get the targets to stand still. One of the most effective ways to do this is to hunt with a friend who is doing melee classes. Another is to use a pet. A third is to use one of the new combat droids. I have one of the new combat droids and he is a great distraction.
Hav0c
Thu May 27, 2004 8:04 am
#10

/agree


R3 Combat Droid is a good tank.


/pets Combat Droid



Watph Brilo
Master Bounty Hunter

'I am Jack's broken heart'
Hammur_Grond
Thu May 27, 2004 8:45 am
#11

Hmmm... I feel just the oppoiste. I love the Carbine AOE attacks. They work fine and as advertised. (Rare for SOE).


They aren't very usefull against most creature mobs as they'll fight at point blank range and surround you.


But against NPCs with ranged weapony, most droids and a few ranged creatures the carbine rules as they will stay at range and in your cone if you line them up right. I almost never miss, and I hit everyone who is in the cone as long as they dont dodge/counterattack.


The key to the cone is attacking from a direction that gets the most of your enemies lined up in as much of a straight line as possible. Then you want to attack the farthest one from you if possible. Or at least the one in the middle, hoping the far ones will still agro and enter the cone. If they have a flag or a camp, I reccomend aiming for that instead as you wont have to swap targets if your main focus dies on you and it agro's them all, helping them to bunch up for you. As for what to shoot, I recomend your initial attack be Aim/Charge Shot, followed by nonstop spams of either FAA2 or Actionshot2 (Legshot3 when fixed).





Major Hammur Grond
47th Imperial Army Expiditionary Force (www.imperialarmy.org)
Master Pilot, Level 90 Commando
Pre-NGE: Master TK, Master Carbineer, Comando 4400
Pre-CU: Master TK, Master Carbineer, Fencer 4440
Ex-Ranger

Elzmantathaar Druisht
Master Weaponsmith(12pt)

Zanin Neko
Master Shipwright (12/17/17pt)
TAfirehawk
Thu May 27, 2004 9:18 am
#12

Being a MCH the Cone Effect Specials are UBER all the way around. The randomness is just like firing individual shots at a target, but with FAA2 and BS2 I can hit all EIGHT Enraged Rancors that are attacking my two pets at the lair. And I also hit the lair in this case too


I promise you they work effectively and as advertised as CONE EFFECT, not Area of Effect, Specials. I can drop a group of EIGHT ER's as fast or faster than any other template in the game......usually its no contest in PvE with my template.



Come over to Chilastra, and bring some friends, so I can show you how well this works





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Mild-Breeze-Trooper
Thu May 27, 2004 9:36 am
#13






TAfirehawk wrote:

I promise you they work effectively and as advertised as CONE EFFECT, not Area of Effect, Specials. I can drop a group of EIGHT ER's as fast or faster than any other template in the game......usually its no contest in PvE with my template.





CM/Carbineer? Just put a area action poison, one area action bleed and then hammer leg shot on the mobs one at a time. Now it Leg shot 3 just could do more damage than Leg Shot 2...




Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
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