Specials Description and Status
In GREEN are Specials the Community feels are working as intended. In RED are Specials that are not working as described. In YELLOW are Specials that are working as intended yet are redundant in that another Carbineer Special does the same thing but better, faster or with more damage. After a breakdown of the Specials is a Data Table of Speed, Damage and HAM Modifiers for the Specials. This list is helpful to identify Specials that are the same as lower level versions (i.e. LegShot2 and LegShot3 are the same). Following the Data Table is a Description of the Cone Effect/Multi-Target ability of some Specials.
Working Specials: 14
Broken Specials: 0
Redundant Specials: 1
Novice Carbineer
FullAutoSingle2 - Single Target - Random Pool damage with a chance to Stun, Dizzy and Blind. Average damage with fast firing rate. Please note while the chance to apply 3 states seems great, and it is, the chance to apply a state is lower as the target's level increases.
ActionShot2 - Cone Effect/Multi-Target - This Special applies an hit directed at the Action Pool followed by an Action Pool Bleed. This Special has the chance to hit all targets already in Combat within the Cone for the Damage, Bleed, and Posture Down.
Carbine Assault Tactics
ScatterShot1 - Single Target - Selects two Random Pools, hits those and applies the damage evenly between the two pools. Since the Pools are picked randomly, it can hit two different Pools or hit the same Pool twice.
WildShot1 - Single Target - Random pool damage with the chance to Stun. The chance to Stun appears to be higher with WildShot1 vs. FullAutoSingle2 thus making this a valuable Special.
ScatterShot2 - Single Target - Selects three Random Pools, hits those and applies the damage evenly between the three Pools. Since the Pools are picked randomly, it can hit three different Pools or hit the same Pool three times. This special does a lot of damage but since the damage is often spread across multiple Pools it is often underestimated.
WildShot2 - Cone Effect/Multi-Target - Random Pool damage with the chance to Stun and the chance to hit all targets already in Combat within the Cone. The chance to Stun appears to be higher with WildShot2 vs. FullAutoArea1/2 thus making this a valuable Special.
Carbine Marksmanship
LegShot3 - Single Target - Targets Action Pool specifically and has a chance to Stun. Redundant: LegShot2 (Identical Modifiers).
CripplingShot - Single Target - Random Pool damage. Slow firing but big damage.
Carbine Counterinsurgency
BurstShot1 - Single Target - Random Pool damage. Medium damage with medium speed. Relatively low HAM Cost make this Special a popular choice for the unbuffed Carbineer.
BurstShot2 - Cone Effect/Multi-Target - Random Pool damage and the chance to hit all targets already in Combat within the Cone. Highest damage Cone Effect/Multi-Target Special.
SuppressionFire2 - Single Target - Random Pool damage with a chance to Posture Down.
Carbine Special Abilities
FullAutoArea1 - Cone Effect/Multi-Target - Random Pool damage with a chance to Stun, Dizzy and Blind all targets already in Combat within the Cone. Please note while the chance to apply 3 States seems great, and it is, the chance to apply a State decreases with a target's increased difficulty level.
ChargeShot1 - Single Target - Random Pool damage and a chance to KnockDown target. Character goes through a "charge" animation when firing that moves you 5m. Cannot be used Prone or Kneeling. The time a target spends KD is 5 seconds and the target has immunity to another KD of 30 seconds from the time KD first landed.
FullAutoArea2 - Cone Effect/Multi-Target - Random Pool damage with a chance to Stun, Dizzy and Blind all targets already in Combat within the Cone. Higher damage than FullAutoArea1. Please note while the chance to apply 3 States seems great, and it is, the chance to apply a State decreases with a target's increased difficulty level.
ChargeShot2 - Cone Effect/Multi-Target - Random Pool damage and a chance to KnockDown all targets already in Combat within the Cone. Character goes through a "charge" animation when firing that moves you 5m. Cannot be used Prone or Kneeling.
Specials Misc. Notes ActionShot1&2, ChargeShot1&2 and SuppressionFire2 will stand a target back up from a KD or a Posture Changeanded.....so be warned that a KD or Posture Change will stand your target back up.
Message Edited by TAfirehawk on 09-24-2004 12:53 PM Message Edited by TAfirehawk on 09-24-2004 12:54 PM
Iebas Feania Former Correspondent of the Former Profession, CARBINEER
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