Rifleman Archive

Thread: nerf carbineers?!

PyscoJuggalo
Sun Mar 07, 2004 11:08 pm
#14

WOW this fix gives SL's a use too, good tip.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
jamil2517
Mon Mar 08, 2004 4:32 pm
#15

Unless the Sl is a Sl/Doc also



Elvis
Revenant Guard ofAlderaan
Geddeo
Mon Mar 08, 2004 4:48 pm
#16

Is there anything in this game you don't complain about HARPOON? You are the only person I know who gets all upset that they are fixing a profession.



Nerf HARPOON!
Sotaudi
Tue Mar 09, 2004 11:15 am
#17






FoeHammerOne wrote:
Be aware the timer on KD for Chargeshot is next to nothing. The instant I KD someone with Chargeshot they get right back up. I have to have a carbine with less than 2.5 AT in order to actually get a strike on them while they are KD. Also the dizzy effects on our attacks have been fixed however it still only about a 1 in 5 chance of a dizzy, that means getting KD+Dizzy with carbineer will not be so easy. Not to mention the KD on chargeshot is about 1 in 3.







And your point is...? I do not mean that in a disrepectful way, but how is that different from anyone else?


No one's KD lasts very long. Using my Master Brawler/Master Swordsman skills when I actually do KD something, if it is not dizzy, it gets right back up. Also, all status effects are a chance to happen. If they hit every time, especially KD and Dizzy, no one could hope to survive. So you simply have to shoot your best dizzy shot until the dizzy sticks then shoot your KD shot until that hits. Sometimes it will be two shots, sometime not. But since Riflemen have a low defense against both dizzy and KD, simply turning our heads to see who was shooting us makes us dizzy and the breeze caused by the shot missing will knock us down. That makes us a prime target for these shots.


Add to that the fact that we have a Dizzy effect (which also has a low probability to stick) but no real way to cause a KD, and just the fact that you have the ability to both dizzy and KD, especially since both those are AE shots, gives you a distinct advantage, and that is what balance is all about. It is not about DPS, it is about balancing all of damage and effects a profession can do.




Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



StrykerZero
Tue Mar 09, 2004 11:42 am
#18






SatansCircus wrote:
you can always have a doctor heal your dizzy or if you happen to be one yourself....






I am a master Doctor/Master Rifleman. Unfortuantly a doctor CANT heal his states (or use stims)while knocked down (you cant even do it while prone)



-M.I.A.-
Major Cry'tho Merrix
Imperial Intelligence (Division 6)
Master Chef (Merix Foods)
FoeHammerOne
Tue Mar 09, 2004 1:39 pm
#19

Be aware the timer on KD for Chargeshot is next to nothing. The instant I KD someone with Chargeshot they get right back up. I have to have a carbine with less than 2.5 AT in order to actually get a strike on them while they are KD. Also the dizzy effects on our attacks have been fixed however it still only about a 1 in 5 chance of a dizzy, that means getting KD+Dizzy with carbineer will not be so easy. Not to mention the KD on chargeshot is about 1 in 3.



FoeHammer - Retired Weaponsmith
Natakku Asada - Retired PvPer.
RemainsIntact
Tue Mar 09, 2004 11:06 pm
#20

/lick new FOTM, mmmhhh tastes like carbine



master carb, master fencer/ pistol resist line.
PsychoticChipmunk
Tue Mar 09, 2004 11:19 pm
#21

I give them 2 days before their boards become as bad as ours were/are at times


Hopefully this will even make them able to kill the stackers (albeit slowly) so that people realize that rifles aren't overpowered (plus a lot of the "riflemen" will leave for carb) everything else is just broke. Wait haven't we been shouting that from the rooftops for the last few months?




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PyscoJuggalo
Wed Mar 10, 2004 6:05 am
#22

Just a tip for carbineers:


If you go Master Carbineer/BH0-4-0-0, it will only take you a couple seconds(1-5) to dizzy the whole group. Then...... you...... ummm...... I' don't know........ ummmmm...... KD the whole group with that wonderful AOE


Or


You can use a fast carbine.





I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
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