Carbineer Archive
Thread: what a carbineer could be
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La-grange
Tue Feb 24, 2004 8:11 pm
#1
Yeah I dropped carbineer till they get things straightend out. But I really miss this as you could tell. In either case in dealing with a nerf crier he came out with a few misconceptions about every profession out there including his own. But in either case after playing a master carbineer for five months I was happy enough to set him straight in my own mind. But here is what I posted. I was wondering if it met the carbineer community approval.
Actually think of carbineer as a front line grunt. That is what they are. Alot of that profession, especially now, has alot to do with weapon selection as far as range is concerned. So without further adeu. Different jobs for the carbineer.
Long range support.
Gun: Laser carbine. AP2, 50 meter ideal.
Specials: Crippleshot,scattershot,wildshot2,fullauto area 2, action shot 2.
With crippleshot you can function as a quasi sniper. That shot does massive damage to one area of the ham. Scattershot can significantly soften a target. I used it mainly in group support. Five bolts fired over three pools. And then you have the AoE's I have listed. Charge shot 2 would be up there but it is still broken as of current.
All ranges
Gun: Elite. AP1, 40 meter ideal
Specials: full auto single 2, Scattershot.
Don't know what your going to walk into then grab the elite. Isn't the fastest, most accurate, or most damaging. But low damage range and -40pb, +45 ideal, -45 64m almost guarantess you'll deliver something to the target unless they have high energy resists and/or AR2 and above.
Medium to close range
Guns: e-11 carbine. AP 1, 35 meter Ideal
DH-17 carbine. AP 0, 35 meter Ideal
Specials: full auto single 2, scattershot, Charge shot1, action shot 1, leg shot2.
Decient speed and power. Guarantess that you will get a follow up to the charge shot. Lack of an AP on the DH-17 limit its use to softer targets. E-11 good for amored combat due to low ham drain and a AR, but low damage. Leg shot 2 is the fastest shot that a carbineer possesses and when coupled with a bleed can put a serious hurting on the opposition. Bad side to legshot 2 is that with all targeted shots tends to drain the mind a little faster.
Close range to point blank
Guns: ee-3 carbine. AP0, 22m ideal
dxr6 carbine. AP1, 25m ideal
DH-17 short carbine. AP0, 25m ideal
Nym slug thrower. AP1, 10m ideal
Specials: Full auto single 2, Action shot, scattershot, Action shot 1, leg shot 2, charge shot 1
Reason AoE's aren't listed is because area cone is rather narrow and does best at medium to long range. These are the guns you bring with you to clear out a base. This is for in your face combat with a decient probability of hitting. But with a high enough Ideal to keep out of range of those pesky melee dudes.
Carbineers have one good thing for defense that is bugged right now. +130 to counterattack. The entire purpose behind that is to attempt to give as good as you get. Plain and simple. Also comes with a +20 to kd defense.
The reason you gave for the lack of defenses isn't entirely correct. If that were correct then why do rifleman have higher defenses than the carbineer?
Carbineer is the closest you will get to a jack of all trades on the battlefield plain and simple. Need someone to support the doc or commando? Well a pistoleer would be better but send a carbineer who has done their homework and they can do the job. Need to clear that base? Send a couple of carbineers. Need ranged support? send a few carbineers. We can't take hard targets. But we can keep the fuzz off the commando while they do the job for us. And despite the lack of defenses and specials for the LP a carbineer/commando would probably do well.
As you can tell I traded one borked profession for another. I guess im a maschoist.
Actually think of carbineer as a front line grunt. That is what they are. Alot of that profession, especially now, has alot to do with weapon selection as far as range is concerned. So without further adeu. Different jobs for the carbineer.
Long range support.
Gun: Laser carbine. AP2, 50 meter ideal.
Specials: Crippleshot,scattershot,wildshot2,fullauto area 2, action shot 2.
With crippleshot you can function as a quasi sniper. That shot does massive damage to one area of the ham. Scattershot can significantly soften a target. I used it mainly in group support. Five bolts fired over three pools. And then you have the AoE's I have listed. Charge shot 2 would be up there but it is still broken as of current.
All ranges
Gun: Elite. AP1, 40 meter ideal
Specials: full auto single 2, Scattershot.
Don't know what your going to walk into then grab the elite. Isn't the fastest, most accurate, or most damaging. But low damage range and -40pb, +45 ideal, -45 64m almost guarantess you'll deliver something to the target unless they have high energy resists and/or AR2 and above.
Medium to close range
Guns: e-11 carbine. AP 1, 35 meter Ideal
DH-17 carbine. AP 0, 35 meter Ideal
Specials: full auto single 2, scattershot, Charge shot1, action shot 1, leg shot2.
Decient speed and power. Guarantess that you will get a follow up to the charge shot. Lack of an AP on the DH-17 limit its use to softer targets. E-11 good for amored combat due to low ham drain and a AR, but low damage. Leg shot 2 is the fastest shot that a carbineer possesses and when coupled with a bleed can put a serious hurting on the opposition. Bad side to legshot 2 is that with all targeted shots tends to drain the mind a little faster.
Close range to point blank
Guns: ee-3 carbine. AP0, 22m ideal
dxr6 carbine. AP1, 25m ideal
DH-17 short carbine. AP0, 25m ideal
Nym slug thrower. AP1, 10m ideal
Specials: Full auto single 2, Action shot, scattershot, Action shot 1, leg shot 2, charge shot 1
Reason AoE's aren't listed is because area cone is rather narrow and does best at medium to long range. These are the guns you bring with you to clear out a base. This is for in your face combat with a decient probability of hitting. But with a high enough Ideal to keep out of range of those pesky melee dudes.
Carbineers have one good thing for defense that is bugged right now. +130 to counterattack. The entire purpose behind that is to attempt to give as good as you get. Plain and simple. Also comes with a +20 to kd defense.
The reason you gave for the lack of defenses isn't entirely correct. If that were correct then why do rifleman have higher defenses than the carbineer?
Carbineer is the closest you will get to a jack of all trades on the battlefield plain and simple. Need someone to support the doc or commando? Well a pistoleer would be better but send a carbineer who has done their homework and they can do the job. Need to clear that base? Send a couple of carbineers. Need ranged support? send a few carbineers. We can't take hard targets. But we can keep the fuzz off the commando while they do the job for us. And despite the lack of defenses and specials for the LP a carbineer/commando would probably do well.
As you can tell I traded one borked profession for another. I guess im a maschoist.
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