Carbineer Archive
Thread: What is(are) the best carbine(s) to carry around with me?
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EisMan_Buckeye
Sat Jun 05, 2004 1:10 pm
#1
Hi, after reading this, I suggest you go read the FAQ. Though there is a section on weapons info to come, there is still a lot of good info in there. I'll answer your question real quicky, but for more insight as to why you should carry them, check out the FAQ.
At master marksman, you should carry:
- DH17 / DH17 Snubnose (one or the other, I prefer the Snubnose as it looks cooler)
- Laser Carbine
- EE3
- DXR6
At Novice Carbineer, you should carry all of the above, plus an Elite Carbine.
Keep your eyes peeled forthe weapons info section I will be prepairing for the FAQ in the near future.
IpigPiachoep
Sat Jun 05, 2004 9:08 pm
#3
I also like to carry a damage slicedNym slug thrower too...
ScarletPhoenix
Sat Jun 05, 2004 10:50 pm
#4
I'll be a little more detailed with my choices:
Master Marksman:
DH17/Snubnose: A good one of these deals out decent energy damage, but the Laser and Elite tend to be far superior. The real reason you want this is the low HAM costs, so try and get them as low as possible. You'll notice that even after two brandies your mind will still be decreasing with specials, so unless you have two out of the holy trinity of mind buffs (canape, brandy, entertainer), you're going to want to be firing your state specials with one of these. It's also very cheap, so it's handy to use as a base buster to avoid wear and tear on your better guns.
EE3: The only heat damage carbine, with a very good damage output. The only drawback is no AP. However, a worthwhile addition to the Carbineer's armory.
Enhanced E11: Another decent energy carbine, but nothing really special until you consider the action DoT it lays down. It's fairly cheap, so there's no harm in opening up battle with one of these puppies, especially if you think your target's going to take off in the other direction, just as a little additional damage. However, that said, if there was one gun on this list that I'd say was OK to omit, it would be this one.
Laser: The only AP2 carbine, which would make it worthwhile by itself. However, it's got enough damage to generally make it the best DPS unless you're doing PvP, making it the all-around PvE choice for many Carbineers. If you are in PvP, mitigation will make this gun suffer severely, so consider using a different gun.
DXR6 (Nym's Slugthrower): The two acid carbines, and in my experience fairly interchangable. I've seen better Nym's then DXR6s, but not that much better, and DXR6s are much easier to get a hold of. Additionally, Nym's isn't certed until Novice Carbineer.
Novice Carbineer:
Elite: Pretty much the only new addition at Novice Carbineer is the Elite. The stats don't look very special to begin with, but the small damage range puts it in the same ballpark as lasers most times. In addition, in PvP, it means that the gun won't suffer due to damage mitigation. Personally, I prefer my Elite to my Laser and use it in both PvP and PvE.
Master Marksman:
DH17/Snubnose: A good one of these deals out decent energy damage, but the Laser and Elite tend to be far superior. The real reason you want this is the low HAM costs, so try and get them as low as possible. You'll notice that even after two brandies your mind will still be decreasing with specials, so unless you have two out of the holy trinity of mind buffs (canape, brandy, entertainer), you're going to want to be firing your state specials with one of these. It's also very cheap, so it's handy to use as a base buster to avoid wear and tear on your better guns.
EE3: The only heat damage carbine, with a very good damage output. The only drawback is no AP. However, a worthwhile addition to the Carbineer's armory.
Enhanced E11: Another decent energy carbine, but nothing really special until you consider the action DoT it lays down. It's fairly cheap, so there's no harm in opening up battle with one of these puppies, especially if you think your target's going to take off in the other direction, just as a little additional damage. However, that said, if there was one gun on this list that I'd say was OK to omit, it would be this one.
Laser: The only AP2 carbine, which would make it worthwhile by itself. However, it's got enough damage to generally make it the best DPS unless you're doing PvP, making it the all-around PvE choice for many Carbineers. If you are in PvP, mitigation will make this gun suffer severely, so consider using a different gun.
DXR6 (Nym's Slugthrower): The two acid carbines, and in my experience fairly interchangable. I've seen better Nym's then DXR6s, but not that much better, and DXR6s are much easier to get a hold of. Additionally, Nym's isn't certed until Novice Carbineer.
Novice Carbineer:
Elite: Pretty much the only new addition at Novice Carbineer is the Elite. The stats don't look very special to begin with, but the small damage range puts it in the same ballpark as lasers most times. In addition, in PvP, it means that the gun won't suffer due to damage mitigation. Personally, I prefer my Elite to my Laser and use it in both PvP and PvE.
quitch
Sun Jun 06, 2004 12:59 am
#5
Hello. I am a bounty hunter, so I am a master marksman, and have 2 questions:
1) What caribe(s) should I carry around at the master marksman level?
2) What carbine(s) should I carry around at the novice carbineer level?
Kaelle_DB
Sun Jun 06, 2004 2:15 am
#6
Nice summary Scarlet. Just a slight addition to that would be on any gun you plan to use for PvP, usually DXR6 (my favorite, no shield gen protection), Elite, or E11, carry one gun for PvP and one for PvE. The PvE one will be unstocked (or take a form-fitting stock) for reasonable ham costs wile unbuffed and the PvP carbine will have high ham costs (you will be buffed for PvP) and have an advanced scope and stock on it.
Mild-Breeze-Trooper
Sun Jun 06, 2004 5:17 am
#7
quitch wrote:
Hello. I am a bounty hunter, so I am a master marksman, and have 2 questions:
1) What caribe(s) should I carry around at the master marksman level?
2) What carbine(s) should I carry around at the novice carbineer level?
One of each...
Rorenikibi
Sun Jun 06, 2004 7:57 am
#8
Whoever said the DXR6 and the Nym's are interchangeable needs to be beaten about the head and shoulders fora bit.
The DXR is potentially twice as fast or better than the Nym's Carbine.
Nym's Slugthrower is just eye candy, at 4 seconds speed, its just too damned slow for anyone other than a BH/Carbineer hybrid.
ScarletPhoenix
Sun Jun 06, 2004 5:00 pm
#9
Hehe, sorry, as a BH/Carbine hybrid I haven't really looked at speed in a long time. If you (Original Poster) are seriously looking at PvP, I would make the recommendation that you think about picking up some BH. I have a template that makes me faster and more accurate than a pure master pistoleer and carbineer with the specials I want most plus some investigation and LLC as a bonus. If you're just focusing on carbines, you can be uber-accurate and customize it even more. If it's not worth the skill point expenditure for you, then don't, but just something extra to consider.
Anyway, my DXR6 recommendation still stands, and with a good speed slice/powerup a Nym's will get the job done. It's just not nearly as prevalent and not much better so I would recommend just going with the DXR6.
Anyway, my DXR6 recommendation still stands, and with a good speed slice/powerup a Nym's will get the job done. It's just not nearly as prevalent and not much better so I would recommend just going with the DXR6.
TGB_Bane
Sun Jun 06, 2004 7:22 pm
#10
lol, i carry 1 of each, 3 laser carbines tho (for some reason
) even a nyms
pentjaksilat
Mon Jun 07, 2004 9:50 am
#11
PVP: elite (good krayt),laser (best krayt)
PVE: laser (good krayt), laser (krayt w/ ffstock & cheap tissue), dxr6 (dmg sliced)...and...that's it.
the ap0 & low dps of the ee3 makes it impossible for me to justify carrying it around, at least on high-end content, so don't even bother w/ it. don't carry a dh17 for same reason.
and my prize carbine...
2.0spd cdef carbine w/ failed repair...0-0dmg @2.0, great weapon for helping a friend w/ kd/states/posture(down) w/out taking any xp. ok...so maybe not much of a prize, but comes in handy quite often. 
~pentjak
EisMan_Buckeye
Mon Jun 07, 2004 11:53 am
#12
pentjaksilat wrote:
and my prize carbine...
2.0spd cdef carbine w/ failed repair...0-0dmg @2.0, great weapon for helping a friend w/ kd/states/posture(down) w/out taking any xp. ok...so maybe not much of a prize, but comes in handy quite often.
~pentjak
I have one of those that I am working on getting to 0/0. It's 15/17 right now lol, but I keep getting good resuslts when I fix it. I wish I could repair my weapons that I am NOT trying to break that well. I helped my buddy level swordsman pretty quick that way. I'd area KD a bunch of crttiers while my buddy used his power hammer and an area attack.
Aixel_Sydevahi
Mon Jun 07, 2004 12:44 pm
#13
he allready said he was a BH so speed won't matter as much to him. I'd recomend the nym's over the DXR6, cuz if your allready hitting the speed cap the Nym's (usually) has a better DPS
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