Carbineer Archive

Thread: Suppression Fires and Charge Shots

Jazzminn
Sat May 22, 2004 9:24 pm
#1

Hello Carbineers.


I am a master bounty hunter. With very little extra points to dabble into carbineer, I was curious about a couple of the specials in carbineers. I was also interested in upping my carbine accuracy to +180 and see how much it will help me land those status effectslike dizzy, stun, KD, or posture down effects.


Having said this, here are my3 questions.


1. How much difference is there between Suppression Fire 1 and Suppression Fire 2? I know the first one is a marksman ranged support skill, whereas the second one is a carbineer exclusive at 0-0-4-0. Does SF2 have better success ratio at lowering the enemy's posture down? Does SF2 affect multiple opponents with one shot? Is there any other noticeable difference at all?


2. At master carbineer, how successful are you guys at landing your status effects like dizzy, stun, KD, or posture down effects? How well does the charge shot work? Does having high carbine accuracy, say at +180 or so... make a lot of difference in this?


3. I have heard that burst shots and crippling shots were great specials as well. I have never gotten into carbineer, so I don't know exactly what they do for me since the game's explanation is very ppor. Can anyone educate me on these shots and other carbineer specials deemed useful?
Kaelle_DB
Sun May 23, 2004 2:07 am
#2

I see no difference between actionshot 1, which has a posture down effect, and SF2. They work well on some people, but on others due to stacking or food or whatever, they always seem to fail. For damage dealing specials Cripplingshot and Scattershot 2 rock. I typically start off with cripplingshot and when one pool starts to get low switch to scatter to finish it off. Scatter shines brilliantly when any pool on your opponent is low. Not sure how much a difference the accuracy will make, sice I am a Master carb/BH x4xx and leveled them both at the same time.


Over all if you plan on spending all of your remaining skill points on carbineer I'd reccomend 3-4-x-x, for acc, speed, and scattershot and cripplingshot. I don't notice that much of a difference between chargeshot and FireKD to justify getting chargeshot.



_____________________
Kael Darkblossom
Dark Praetorian Order
Master Carbineer / BH carbines 4
Gorath
black666label
Sun May 23, 2004 7:22 pm
#3

I had scatter shot but got rid of it because i really didn't like it...I don't think it's as great as you guys say it is, i used it in both PvP and PvE and it didn't help me all that great. I don't want an attack that going to hit action when i'm hitting health, it's annoying. SO i dropped the mercenary line and went 0-4-3-0, I find burst shot two a lot more affecting in PvE. Hanve't tried in in PvP yet



and the rituals that fade away, and the roses that cease to be laid, and it's clear to me that we're one foot in a very shallow grave

Syrus Ardrax
~~ Master Bounty Hunter | Master Rifleman | Pistoleer~~
~~AoX~~
~~Art of Execution~~
~~44 Jedi Killed~~
Chilastra Novice Troll
Made by Lexxin
TAfirehawk
Mon May 24, 2004 6:35 am
#4

I agree, ScatterShot2 is NOT the beat all, end all shots for Carbineer as some people suggest in numerous threads lately. It is nice in PvP at times but not the only shot to use. IMO unless you are dueling, BurstShot2 is your best bang for your buck. Oh and don't forget FullAutoArea2 either, even the BH's don't have a Cone Effect state attack



The answers to these questions are in the FAQ






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

black666label
Mon May 24, 2004 9:56 am
#5

Lol we're not supposed to have a Cone affect state attack we're meant to take down one person not groups of people.



and the rituals that fade away, and the roses that cease to be laid, and it's clear to me that we're one foot in a very shallow grave

Syrus Ardrax
~~ Master Bounty Hunter | Master Rifleman | Pistoleer~~
~~AoX~~
~~Art of Execution~~
~~44 Jedi Killed~~
Chilastra Novice Troll
Made by Lexxin
TAfirehawk
Mon May 24, 2004 11:25 am
#6






black666label wrote:
Lol we're not supposed to have a Cone affect state attack we're meant to take down one person not groups of people.







Exactly, stay out of the Carbineer trees






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Rorenikibi
Wed May 26, 2004 2:28 pm
#7

ScatterShot2 is for those fights when you know someone on the other side is a legitimate threat (relatively speaking, a Chef is a legitimate threat to a Carbineer on some days) and want him down fast.


Its a trade off with Scatter2 or CripplingShot. CripplingShot tends to hit the Health bar and stay there, Scatter2 gets around more (the Mind bar gets more attention from Scatter than CripplingShot, that I've seen). Given the quality of buffs on my server (3.5 hours and 2300+) hitting the Health bar is like trying to crush a mountain with a rubber mallet.


FullAutoArea shots are a must for the opening shots of group PvP, if you can land the Dizzy hit, any TKMs or other melee artists in your group have most of their work done for them, and if you have more than one, you can help them get their enemies down much faster.






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


xTeradocX
Thu May 27, 2004 12:45 am
#8

I like scatter shot for PvP works great, crippling shot is great also, butat MBH you dont have any really high damageing attacks, so getting crippling shot is a must, and you already have health, and mind specific specials so scatter shot is pretty much worthless there. Charge shot is good simply because it adds another KD to your arsenal, going 0/3/0/4 would work pretty good, give you full auto area 2, charge shot 2, and cripple shot. But absolutly no defenses, so its not great in a 1v1. Or you could go 0/3/4/0 get some defenses, and supression fire 2, adding a second posture change.

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