New thread being maintained by May, can be found here: Carabok ***** Description: The Carabok is a little more than a rodent, and incapable of being any danger to even the least experienced of colonists. This creature carries a zero threat warning according to the Imperial Federal Navy's(IFN) advice to new colonists. Creature Type: Animal Damage Type: Still under investigation Statistical data: Carabok IFN Challange: IFN Challenge - Carabok Maturities: Puny For loots please use any of these sources and please help to keep them updated and correct. Entropedia.info EP wiki
I went in a bit ago to register for the new Carabok mission and quickly killed 100 of them to do the mission. No hides! 0! What's up with that?
It seems to me every time a mob is made a mission mob they turn down the loot. Maybe because more people will hunt it so for MU to stay as high they need to lessen the drops. Of course I do not know they care about MU but may care about amounts in the game. I have noticed that hides do not start to drop until after at least 120 kills so you quit just a little early. I did 1000 kills and got only 63 hides. So keep trying
when the mission was a day old or so I killed 600 of them, got 4 hides. Needless to say I did not continue the missions. Only way to come out without too much of a loss is by swunting these and using an eco gun like the cyrene HK110. I really wish they could up the drop rate a little bit, then I'd be grinding them till the missions are all done
ditto. Carabok are hard since the reward sucks and you end up wasting so much extra firepower so often it just can't be eco. Without the hides it is just plain not worth it even for the mission rewards. Just another way beginning players are penalized by subjugating them to uneco play.
There is no need to go un-eco on these mobs. Though I confess to having a lot of fun wielding a grenade launcher to complete the first couple of mission stages. If you want to be reasonably efficient choose a weapon with max damage < 8 and dpp > 2.8 to kill each mob in around 3 hits at an average cost of less than 3.6 pec. You can go more eco if you have laser weapon that does damage 6 and you can afford to amp up with A101. For example adding A101 to cap-TT R increases dpp from
"so-so" to "awesome". As Kikki said, you don't have to do a lot of overkill on punies (10 hp mobs). Though I would recommend instead to use a small weapon or a large weapon... There are a number of very good eco weapons in the 3-5 max damage range that give good economy unamped and minimize overkill. Another way to do it is to use a weapon that does 14-15 max damage. This will "one shot" many of your mobs while doing surprising little overkill, and for the ones that survive the first blow you can use a small finisher. I skilled up longblades very quickly using this method (labrys plus hk110).
What I usually do is use my lacerating chip to do a bit over 5 on average normally finishing the job in two hits. When I do less than average I switch out to a different weapon depending on whether it is the first or second shot. So I know what you mean. But when you overkill a Nasul by 3 points of damage its not that bad, but for a Carabok that is 30% overkill. Even with minimaxing you will tend to overkill by anywhere from 10-30% unless you are lucky. Even the smallest weapons have a 2.5 damage spread on them which amounts to 25% of the Carabok hits. So minimaxing is problematic at best.