Carbineer Archive
Thread: Do we really want FAS1 and FAA1 to inflict Dizzy? *constructive*
- Overpowers the Marksman tree.
- Almost makes FAS2/FAA2 redundant.
- Diminishes theadvanced Carbineer's value.
1. It's my opinion that giving a dizzy attack to nearly Novice Marksmen is a bit unbalancing, due solely to the fact that I view dizzy as such a powerful state. Lying onyour back defenseless allows both melee and ranged types to pound on their targetwith impunity.
2. If not for their higher damage output, FAS2 and FAA2 would remain redundant with their level 1 counterparts. If only the tier 2 specials inflicted the dizzy state, that would make them unique and something worth attaining.
3. Since any noob Carbine user will be able to dizzy a single opponent, and any 0001 Carbineer will have the power to dizzy a whole crowd, the advanced Carbineer could just as easily be replaced by one of them (accuracy & speed mods notwithstanding). Removing the dizzy state from the level 1 specials gives up and coming Carbineers something to strive toward. I think it would make the whole profession feel a lot more rewarding if Marksmen had to wait till Novice Carbineerand 0003 Carbineer before they got their new dizzy attacks.
That said, I'm truly grateful to novamarine for pulling this off. Mad props to you for pushing the devs' hand on this. ![]()
That said, I'm truly grateful to novamarine for pulling this off. Mad props to you for pushing the devs' hand on this.
/agree you rule nova!
But on to the dizzy note, i wouldn't be too worried about it. If a noob wants to spaman AoE dizzy witha crappy carbine and horrible speed mods all the power to him,The only problem i really foresee with this is a BH, and even if we change it, they can just as easily pick up 0003 Carbineer and get all those skills, anyways. I think adding the dizzy will actually put a much needed breathe of air into the MarksmanTree.
We will have to see how it plays out, but I don't see those low level shots sticking Dizzy very often on weaker Carbineers.
Remember those shots don't land a state every time and there are three different states on each one, so it is not like an automatic dizzy.
I can see, where you are coming from. Actually kudos to you for thinking ahead, while I am still drooling over getting the styles fixed... ![]()
As for a possible solution: maybe they could make it so that the chance of the styles to really inflict the dizzy state would substantially rise as you advance in the Carbineer profession. So yes, Marksmen get theskill, but their chance to reliably inflict dizzy is rather slim, compared to a "real" carbineer.
Do I make any sense?
BH already gets very powerful carbine dizzy attacks. Most Master BH also use their last 33 skill points in carbineer since chargeshot sticks a little more frequently than fireknockdown and for the accuracy mods againsthigh defense modPvP targets. The only advantage would be the AoE dizzy, which would probably get a BH killed quickly in groupPvP sincehe would instantly become the target for the group he just shot and BH's don't have any defensive skill mods.
wilibus wrote:
The only problem i really foresee with this is a BH, and even if we change it, they can just as easily pick up 0003 Carbineer and get all those skills, anyways.
I don't think a novice marksman will hit fas1 consitently enough to be much of a factor. Being able to blind, stun, and dizzy area targets will certainly make us valuable on the battlefield. I don't expect to get a lot of db's in pvp, but i am looking forward to becoming a force in combat.
As for fas2, i've been hitting an odd quirk with it a lot lately. It keeps appling a bleed. (yes i've made sure i'm not using the enhanced e11). I don't mind it, but i don't think it's supposed to be doing that.
Is it a Bleed or Intimidate? Of course it shouldn't be doing either one.
I just thope that this doesn't lead to a nerf of Dizzy/KD, once other professions start to cry about it (justified or not).
-Kementari
Totenkompf wrote:
Don't forget also, you won't be able to spame full auto single like you used to when the new Combat system comes out. You fire a few favourite specials and you start killing yourself. Noobs would never even hit with that kind of accuracy, and the chance for blind stun and dizzy is 20%. Its about 5 shots before one of those states get applied, try firing 5 shots of full auto single and see how long your live, in addition to you missing your target 4 out of 5 shots.
So, its nothing really
Toten
I went out last night hunting on 4 lairs of Gurks on Lok. I experimented with FullAutoArea2 along with my usual FullAutoSingle2/BurstShot1/CrippleShot/ScatterShot2 and found it very interesting. The chance to land ANY state effect seems to be around 20% but on the low side if anything. {I am an engineer during the day so prefer to just "wing it" in SWG
} Add on top of that there are THREE different states to land and we shall be spamming for quite some time to land a Dizzy.
In fact there were a few occasions that I could only get one state to stick after about 20 shots of FullAutoArea2. Now the text above the Gurk's heads was so busy I couldn't really see if Dizzy was hitting and on top of that both pets in the group had Dizzy specials ![]()
However you look at it, any Carbineer will have to take quite a few shots to get Dizzy applied and from my experience in PvP, you will be on your back long before that happens in a solo situation. This furthers the aspect of grouping is the real strenght of the Carbineer.
TAfirehawk wrote:
Is it a Bleed or Intimidate? Of course it shouldn't be doing either one.
definitely bleed. I wish i could intimidate
As for you later post about looking for the dizzy, i see it listed all the time in my combat spam (so and so looks dizzy) so i don't think we'll have that hard of a time sticking it at the master level.