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Carbineer FAQ and Important Links - Combat Upgrade Version   [ Edited ]
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TAfirehawk
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TAfirehawk
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Please go here for the "original" FAQ.
Many THANKS goes out to the previous Carbineer Correspondents here.


Pre-Combat Upgrade FAQ Links

Info on how to deal with high HAM costs.
Damage Mitigation info.
Weaponsmith customizations for Carbines.
SEA info for Carbineers.


Pre-Combat Upgrade Important Links

List of Carbineers.
THE Carbineer Weapon Spreadsheet.
The Specials Info is here.
The Issues and Status items are here.
Tips for Carbineer Templates is here.
Best PvP Carbine Discussion.
Counterattack Info can be found here.
More Counterattack Info.
Even more Counterattack Info.
/aim Info.
And more /aim Info.
WildShot Testing Info here.
Carbineer/Melee Template Info.
LegShot3 Discussion.
Ranged DPS Comparison.
FS Speed Discussion.
Typical Carbine Stats.
Character Builder Kodan's ProfCalc.


Combat Upgrade Links


Message Edited by TAfirehawk on 05-30-2005 11:45 PM

Iebas Feania
Former Correspondent of the Former Profession, CARBINEER
05-30-2005 08:27 PM  

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Re: Carbineer FAQ and Important Links - Combat Upgrade Version   [ Edited ]
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TAfirehawk
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TAfirehawk
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What is a Carbineer?
 
 
The professions in SWG are really defined by their strengths and weaknesses.  For Carbineer, they are:
 
Strengths:
  • Excellent variety of Specials with equally great utility.
  • All of the Carbineer Specials have a useful purpose.
  • Two States can be applied (KD and SNARE), which are very important, both in PvE and PvP.
  • Two Cone Effect/Multi-Target attacks.
  • Very strong in damage output.
  • Awesome titles. Perhaps some of the best in the game.
Weaknesses:
  • Damage types limited unless special quest/loot or certs from other professions are gained.
  • Only one positional Crowd Control attack.

 

Where can I find information on all the Carbineer Specials?

Please consult the thread Carbineer Specials Info.

Which Carbines should I buy and use?

Carbines, and all weapons for that matter, have all changed to being certified for you Combat Level with a few exceptions like the E11 Mark II cert'd at Master Carbineer.  This change dictates that a player use the highest CL weapon available.  Some special situations warrant the use of a lesser weapon such as your target wearing a PSG, then you would want to use a Kinetic Damage Type Carbine to 'bypass' the PSG.

For more info on Carbines, see the Complete List of Carbines.  You can also find typical Carbine Stats from this thread.

 

Where are the NPC Carbineer Trainers?

Talus, Dearic:  583, -2873 

Tatooine, Mos Eisley:  3534, -4695

Corellia, Tyrena:  -5225, -2488

Naboo, Keren:  1262, 2678

Rori, Narmle:  -5138, -2514

Rori, Rori Rebel Outpost:  3627, -6433

 

There is also a list of Players that is used to promote skills training, sharing tips and tricks and helping each other out in general:

 

Message Edited by TAfirehawk on 07-22-2005 11:30 PM

Iebas Feania
Former Correspondent of the Former Profession, CARBINEER
05-30-2005 08:28 PM  

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Re: Carbineer FAQ and Important Links - Combat Upgrade Version   [ Edited ]
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TAfirehawk
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TAfirehawk
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Recommended path to Carbineer
This information provided by Sylow.
I. the foundation
(holds truth for any carbineer build)
 
As the old reccomendation doesn't hold truth any more after the CU, i decided to write a new version. Unlike the old guide, i would advise to generally stick to one collumn a time, which at first would be the marksmanship line. (0x00) The only exception of this is that i would advise to get the first box of the Counterinsurgency line, as soon as you have the first box of marksmanship.
 
Thus it would be 0100, 0110 and then go on with 0210, 0310, 0410 The reason for that is, that the marksmanship line gives you a lot of accuracy, which directly increases your chance to hit, and at the same time offers you the specials "cripple  shot" and "leg shot". Cripple shot is a snare, most useful in solo combat, as it allows you to kite(*1) a target without serious problems.  Leg shot currently is the most powerful attack in the carbineers toolchest. Since suppression fire lately was fixed, it might be worth a consideration to go for the second box of Counterinsurgency  after being 0110. Being 0210 gives you more of striking power but 0120 gives you a new defensive ability which supposedly has the potential to save your lower end. (*2) I dare to warn, though, that this ability has an area of effect, which means that when used without taking care, it easily can attract more enemies on you, which first were not agressive towards you. Careless use of this ability can very well get you killed instead of saving your life.
 
The first box of the Counterinsurgency grants you the "Charge Shot" ability, allowing you to knock down your target. Not only is a knocked down target unable to move to you (*3), it also takes aprox. 20% more damage while being on the ground from any attack hitting it in that time. (Usually this is one attack from everybody attacking the person, which gets this damage bonus.)
 
 
Footnotes:
(*1): to kite means that you attack a target, then run away. The target will follow you (like when you are pulling a kite to make it fly) and you can fire at it while running. This tactic doesn't help a lot against a ranged opponent, but is very viable against melee targets. Especially for missions against animal lairs, this approach is very powerful.
 
(*2): The reason why i am holding back with a clear statement on this is, that suppression fire has not been thoroughly tested in actual battle situations. I hope i can soon make a clearer statement on this.
 
(*3): be aware that due to lag reasons, a knocked down target might "slide" or "teleport" to you or even be able to hit you, despite it looks like it's many meters away. There is no resolution of this issue in sight, so better keep that in mind.
 
 

II. advanced progression
(now it's time to choose your path... decide wisely.)
 
1. Master Carbineer
(the only true path.)
 
The further branch of advancement depends on what you want to do. If you are going for Master Carbineer, and it is the first ranged combat profession you are working upon, i actually advise to now focus on Assault tactics. The defences of the Counterinsurgency path might look desireable, the improved Charge Shot definitely is, but you're still low on the speed modifiers, so increasing them makes a difference.
 
Thus you will then advance for 141x, 241x, 341x and 441x, the Special Abilities line takes combat experience, so is independent of the other boxes and should be trained whenever possible. The counterinsurgency line actually is the last one to complete, the basic version of Charge Shot does the job for quite some time, suppression fire is now helpful but with decent pulling and kiting not necessary. (*4)
 
 
2. dabbling for a master of another ranged profession
(You will find the carbineer inside. Give in to the temptation.)
 
Things definitely look different if you plan to only dabble in Carbineer or if you already have another ranged combat profession mastered. (*5) You then want to be 0440, carbine speed and carbine defence won't be helpful if you plan to use any other weapon.
 
Additionally, you already bring along some general ranged speed, making speed less of an issue. General accuracy and the defences of the two mentioned lines are what you now are looking for, not to mention that they give you the most useful carbineer abilities. This way, you both improve your fighting capacity as carbineer, while also upping your combat power in your other ranged profession. This way you immediately have more power and flexibility at hand. If you are somewhat short on recovery abilities, the fourth line might be interesting,  but currently those recoveries have little meaning and you probably have them from your other profession, anyways.
 
3. dabbling in carbineer without other combat professions
(A brave person you are, fighting with limited training. Alas, we can just hope that you'll find the carbineer soul inside of you.)
 
Also, if you plan to only spend a limited number of skillpoints in carbineer without having any other combat profession, the mods and abilities of the 0440 combination are probably the most attractive combination, you will loose out a bit on damage potential due to lower speed bonuses, but the abilities definitely make up for that. (*6)
As you won't be certified for any advanced armour (only your accuracy mitigation is acceptable, the rest is in the novice box and thus not very strong), you are well advised to group for any bigger targets, with some attention on what you do, some kiting and careful movement you're also able to fight and win against creatures one or two levels above you. The combination of legshot, charge shot and cripple shot gives you some nice striking power and the potential to keep the enemy under control. And if things go bad, put suppression fire as default attack, keep shooting and run for your life. (*7)
 
 
Footnotes:
(*4): If you do some nice kiting against non-social animals (means, they don't all attack you when you attack one of them), you'll also never need the defences of the third line.
 
(*5): Note that a melee profession won't be helping you with a carbine at all, so i'd rather use the advancement scheme for a new carbineer here.
 
(*6): In the situation that you only want to be a part-carbineer and it is not your second or third combat profession, i assume that you will go for some crafting profession. Hopefully this crafting profession will earn you a lot of money, allowing you to outfit yourself with some skilltapes which will compensate for your lower speed and accuracy.
 
(*7): I wish you very good luck.

Message Edited by TAfirehawk on 07-22-2005 11:37 PM

Iebas Feania
Former Correspondent of the Former Profession, CARBINEER
05-30-2005 08:28 PM  

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Re: Carbineer FAQ and Important Links - Combat Upgrade Version   [ Edited ]
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TAfirehawk
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Complete List of Carbines
This information provided by Ithilkir.
 
Total Carbines known: 27
Craftable Carbines: 12
Quest/Loot Carbines: 15

Energy Carbines: 22 (10 craftable)
Kinetic Carbines: 5 (2 craftable)
Carbines with Elemental Damage: 5 (1 craftable)

Energy Carbines that require a non-Carbineer skill box: 4
Kinetic Carbines that require a non-Carbineer skill box: 1

Energy (Craftable/Loot Only) / Kinetic (Craftable/Loot Only) break down by combat level
CL 1: 2 (1/1) --- 0 (0/0)
CL 5: 2 (1/1) --- 0 (0/0)
CL 10: 1 (1/0) --- 0 (0/0)
CL 14: 2 (1/1) --- 0 (0/0)
CL 22: 1 (1/0) --- 0 (0/0)
CL 30: 1 (0/1) --- 1 (1/0)
CL 40: 4 (1/1) --- 1 (0/1)
CL 50: 2 (1/1) --- 3 (1/2)
CL 54: 7 (3/4) --- 0 (0/0)

A note about the Kashyyyk looted weapons (especially in the Kkowir Forest), this was written by SonGouki and will help you to see how good your looted carbines are.

"All these weapons seem to have a base set of stats with a random increase to them ***ALL***, determined by chance when dropped. A good way to judge the quality of a looted weapon is to look at the Wound stat. Since all stats seem to be affected universally by the random drop chance, the Wound stat provides a good base value to use, if it is "good" then the rest of the weapon's stats will be "good" as well (within the range that the weapon can go). As far as I've seen so far, 1.0% seems to be the base stat (as low as it will go) and 2.6% is the max stat (theoretically the "best" the weapon can go). Keep that in mind when trying to determine the quality of your loot...

Combat Level 1 Carbines
CDEF Carbine Corsec CDEF Carbine
CL: 1 CL: 1
Skill: - Skill: -

Damage Type: Energy Damage Type: Energy
Min Attack Speed: Min Attack Speed: 2.4
Max. Damage: Max. Damage: 64
Elemental Type: - Elemental Type: -
Elemental Damage: - Elemental Damage: -

Range: 0-35m Range: 0-35m
Min SAC: 73 Min SAC: 99

Attainable: Craftable Attainable: Loot
Enhancers: Enhancers:
Notes: Notes: Has a white barrel
Combat Level 5 Carbines
DH17 Carbine #1 DH17 Carbine #2
CL: 5 CL: 5
Skill: - Skill: -

Damage Type: Energy Damage Type: Energy
Min Attack Speed: Min Attack Speed:
Max. Damage: 106 Max. Damage:
Elemental Type: - Elemental Type: -
Elemental Damage: - Elemental Damage: -

Range: 0-35m Range: 0-35m
Min SAC: 73 Min SAC:

Attainable: Craftable Attainable: Loot
Enhancers: Enhancers:
Notes: Notes: Has a white barrel
Combat Level 10 Carbines
DH17 Short Carbine
CL: 6
Skill: -

Damage Type: Energy
Min Attack Speed:
Max. Damage: 212.75
Elemental Type: -
Elemental Damage: -

Range: 0-35m
Min SAC: 73

Attainable: Craftable
Enhancers:
Notes:
Combat Level 14 Carbines
E11 Carbine Lithanium Carbine
CL: 14 CL: 14
Skill: - Skill: -

Damage Type: Energy Damage Type: Energy
Min Attack Speed: Min Attack Speed:
Max. Damage: Max. Damage:
Elemental Type: - Elemental Type: -
Elemental Damage: - Elemental Damage: -

Range: 0-40m Range: ?
Min SAC: 73 Min SAC:

Attainable: Craftable Attainable: Quest
Enhancers: Enhancers: -
Notes: Notes:
Combat Level 22 Carbines
EE3 Carbine
CL: 22
Skill: -

Damage Type: Energy
Min Attack Speed:
Max. Damage: 454
Elemental Type: -
Elemental Damage: -

Range: 0-50m
Min SAC: 73

Attainable: Craftable
Enhancers: 4 Tissues/Cells
Notes: Pre CU may have a Radius or Skill Mods. The Radius does NOT work.
Combat Level 30 Carbines
Alliance Needler Carbine Rilctur Carbine
CL: 30 CL: 30
Skill: - Skill: Novice Carbineer

Damage Type: Kinetic Damage Type: Energy
Min Attack Speed: Min Attack Speed: 2.37
Max. Damage: 678 Max. Damage: 466
Elemental Type: - Elemental Type: -
Elemental Damage: - Elemental Damage: -

Range: 0-50m Range: 0-35m
Min SAC: 73 Min SAC: 96

Attainable: Craftable/Quest Attainable: Outcast Loot
Enhancers: 2 Shards/Casing Enhancers: -
Notes: Notes:
Combat Level 40 Carbines
DXR6 Carbine Corestrike Rancor
CL: 40 CL: 40
Skill: - Skill: Assault Tactics III

Damage Type: Energy Damage Type: Energy
Min Attack Speed: Min Attack Speed: 2.32
Max. Damage: 739 Max. Damage: 615
Elemental Type: - Elemental Type: -
Elemental Damage: - Elemental Damage: -

Range: 0-65m Range: 0-35m
Min SAC: 82 Min SAC: 92

Attainable: Craftable Attainable: Loot drop from Exemplar NPC at Myess Glade
Enhancers: 6 Tissues/Cells Enhancers: -
Notes: Notes: +5 carb speed, +4 general ranged acc


Firestar 10,000 Exemplars Mark
CL: 40 CL: 40
Skill: Rifles III Skill: Strategy III: Volley Fire

Damage Type: Kinetic Damage Type: Energy
Min Attack Speed: 2.68 Min Attack Speed: 2.36
Max. Damage: 512 Max. Damage: 565
Elemental Type: - Elemental Type: -
Elemental Damage: - Elemental Damage: -

Range: 0-60m Range: 0-35m
Min SAC: 112 Min SAC: 95

Attainable: Steelclaw Loot Attainable: Exemplar NPC Loot (Myess Glade)
Enhancers: - Enhancers: -
Notes: +11 carb speed Notes: +5 Group ranged Def, +5 Gen Ranged Acc


Retribution
CL: 40
Skill: Dirty Tricks III

Damage Type: Energy
Min Attack Speed: 2.36
Max. Damage: 563
Elemental Type: -
Elemental Damage: -

Range: 0-30m
Min SAC: 95

Attainable: Eviscerator Loot
Enhancers: -
Notes: +10 general ranged acc, +& general ranged speed
Combat Level 50 Carbines
Laser Carbine
Blackscale "Hall Sweeper" Carbine
CL: 50 CL: 50
Skill: - Skill: -

Damage Type: Energy Damage Type: Kinetic
Min Attack Speed: Min Attack Speed: 2.31
Max. Damage: 857 Max. Damage: 744
Elemental Type: Heat Elemental Type: Cold
Elemental Damage: - Elemental Damage: 61

Range: 0-50m Range: 0-50m
Min SAC: 73 Min SAC: 91

Attainable: Craftable Attainable: Loot Drop on Avatar Platform
Enhancers: 4 Tissues/Cells Enhancers: -
Notes: Notes:


Nym's Slug-Thrower Carbine Kalranoos Carbine (Genosian Carbine)
CL: 50 CL: 50
Skill: - Skill: -

Damage Type: Kinetic Damage Type: Energy
Min Attack Speed: 2.25 Min Attack Speed: 2.25
Max. Damage: 706 Max. Damage: 440
Elemental Type: Acid Elemental Type: Electricity
Elemental Damage: 172 Elemental Damage: 160

Range: 0-50m Range: 0-50m
Min SAC: 82 Min SAC: 85

Attainable: Quest Attainable: Quest
Enhancers: - Enhancers: -
Notes: Notes: Requires Bio-Link


Czerka Dart Carbine
CL: 50
Skill: Weapons Training IV

Damage Type: Kinetic
Min Attack Speed: 2.34
Max. Damage: 875
Elemental Type: -
Elemental Damage: -

Range: 0-50m
Min SAC: 73

Attainable: Craftable
Enhancers: 6 Shards/Casing
Notes:
Combat Level 54 Carbines
E11 Carbine Mark II Elite Carbine
CL: 54 CL: 54
Skill: Master Carbineer Skill: -

Damage Type: Energy Damage Type: Energy
Min Attack Speed: Min Attack Speed:
Max. Damage: 1063.75 Max. Damage: 1063.75
Elemental Type: - Elemental Type: -
Elemental Damage: - Elemental Damage: -

Range: 0-50m Range: 0-50m
Min SAC: 73 Min SAC: 73

Attainable: Craftable Attainable: Craftable
Enhancers: 4 Tissues/Cells Enhancers: 5 Tissues/Cells
Notes: Notes:
Proton Carbine E5 Carbine
CL: 54 CL: 54
Skill: Master Bounty Hunter Skill: Master Squad Leader

Damage Type: Energy Damage Type: Energy
Min Attack Speed: 2.25 Min Attack Speed:
Max. Damage: 855 Max. Damage: 1001
Elemental Type: Cold Elemental Type: -
Elemental Damage: 90 Elemental Damage: -

Range: 0-50m Range: 0-50m
Min SAC: 85 Min SAC:

Attainable: Quest Attainable: Craftable
Enhancers: - Enhancers: 4 Tissues/Cells
Notes: Notes:
DC15 Carbine Special Ops Bola Carbine
CL: 54 CL: 54
Skill: - Skill: -

Damage Type: Energy Damage Type: Energy
Min Attack Speed: 2.51 Min Attack Speed:
Max. Damage: 841 Max. Damage: 950
Elemental Type: - Elemental Type: -
Elemental Damage: - Elemental Damage: -

Range: 0-35m Range: 0-50m
Min SAC: 85 Min SAC: 85

Attainable: Quest Attainable: Secrets of the Syren Quest
Enhancers: - Enhancers: -
Notes: Notes:
Grievance Striker
CL: 54
Skill: Master Carbineer

Damage Type: Energy
Min Attack Speed: 2.55
Max. Damage: 949
Elemental Type: -
Elemental Damage: -

Range: 0-60m
Min SAC: 100

Attainable: Loot from NK-Necrosis
Enhancers: -
Notes: +10 carb acc +10 melee defense

Message Edited by TAfirehawk on 10-02-2005 09:58 AM

Iebas Feania
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05-30-2005 08:28 PM  

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Re: Carbineer FAQ and Important Links - Combat Upgrade Version
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Iebas Feania
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05-30-2005 08:28 PM  

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Iebas Feania
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05-30-2005 08:29 PM  

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Iebas Feania
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05-30-2005 08:29 PM  

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Iebas Feania
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05-30-2005 08:30 PM  

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Iebas Feania
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05-30-2005 08:30 PM  

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Iebas Feania
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05-30-2005 08:30 PM  

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OK, now it is time for you folks to provide some CU info to fill in the blanks here

I need a WS and PvP expert ASAP.....and everybody's input is welcome as always

Iebas Feania
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05-30-2005 08:36 PM  

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Heh, after publish 19 maybe I'll write up something in terms of PvP. I just ground out a second carbineer so I can get views from Carbineer/Healing and Carbineer/Ranged Stacking.

~Enaw~  [PV/XF Da 800g3ym@n] <Rebel emO FactKr>
06-26-2005 09:20 PM  

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link to nym's carbine not found

The best of his class at secret training grounds on Yinchorr, Kanos was an expert at the echani fighting form and in wielding a force pike. Kanos' fanatical loyalty, though, was his greatest and most dangerous weapon. Even after Palpatine was defeated at Endor, Kanos and his fellow Royal Guardsmen remained true to the Imperial ideal. As Imperial moffs and admirals began greedily carving up the Empire to fuel their own ambitions, Kanos attempted to uphold the codes of the New Order.

Bloodfin.Kir


The Force is strong with this one.
06-26-2005 09:57 PM  

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/updated

Iebas Feania
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10-02-2005 06:59 AM  

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One of my duties will be taking care and maintaining the Carbineer FAQ.
As TA before Im asking the support of the whole carbineer community to contribute to this FAQ.

As I am a big Fan of the Star Wars Wiki to collect information from multiple ppl on the net, Im working on the Carbineer FAQ in public right at the Wiki, where you can see the progress as well add your comments as well as your knowledge right away.

As soon as the Carbineer FAQ is in a suitabel stage, I will copy and paste and adjust the format for a sticky here in the carbineer forum.

I have roughly outlined the different sections for the FAQ but will incorporate larger parts of the old FAQ from TA (the complete Carbine collection to name one).


p.s.
Sylow, Im not 100% sure if I will keep your Recommended path to the carbineer, since I might look for a more brief roundup.



- Star Wars Galaxies Wiki -

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10-10-2005 03:12 AM  

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The important links on this page were captured in a separate page in the Carbineer section. This page is for reference only. -Biophilia