Bio Engineer Archive
Thread: Getting to know you and your profession!
Garry2rs
Mon Sep 27, 2004 2:29 pm
#274
I think a huge issue for all ranged professions is that, compared to our melee counterparts, our defenses are underpowered.
Melee has Center of Being, we have Tumbling. Both increase your passive defenses, but only melee can actually use them, due to the fact that ranged cannot use special attacks while tumbling.
Also, counterattack appears to be broken.
Finally, in my mind, carbineers do not get enough defenses compared to other professions.
Just my 2 cents.
And thanks for posting here!
aeuralis
Mon Sep 27, 2004 2:30 pm
#275
I think the most pressing issue facing our profession is the overpowering of poision/disease buff coupled with the fact that it is impossible to reach the 64m range cap. And if you max out the range the poison/disease will never stick.
Thrasia
Mon Sep 27, 2004 2:32 pm
#276
1. Total lack of defenses. Both Rifleman and Pistoleer both have an assortment of defenses....Ranged defense, Melee defense, State defenses, etc. Carbineer has little to none of these. Counterattack is the only mod and it does not even function in PvP.
2. The lack of options as far as weapons available to Carbine users. Laser Carb (AP2) is about the only good thing for PvE. But b/c of range mitigation, it is worthless in PvP. Only other damage type we have is Energy and Acid. I dont count the EE3 and its heat damage b/c it has no armor piercing at all, thus rendering it quite useless. In this game Stun and mind-targetting attacks pretty much rule the day. We have no such options available to us. It would be nice to have 1 option of a AR3 weapon. And more damage types available at AR2 and AR1. For the most part, I personally dislike how I am limited in PvE. W/out an AR3 weapon, and having our only AR2 weapon (Energy, also the most highly resisted stat on mobs) makes us pretty gimped in that respect.
3. Redundant and/or broken specials.Most specials are a clone of the other or are broken.
4. HAM costs are outrageous for a Carbineer. Even when fully buffed, the mind's sub-HAMs have to be around 900-1000 in order to be able to spam specials. This is not the case for any other class.
5. Oh yeah, Speed.
Message Edited by Thrasia on 09-27-2004 02:33 PM
TalonKarrdeTN
Mon Sep 27, 2004 2:32 pm
#277
The one issue that I have the most concern over being changed for the better that might not be quite as likely in whatever comes out the other side of the combat revamp is, assuming the specials we end up with do still have a cone effect in many cases, having that cone widened from what it stands now. TAFirehawk did testing on this and I believe the general consensus is that the cone on specials which employ this method of delivery is only about 15 degrees wide.....I'd prefer it be at least double, somewhere in the neighborhood of 30-45 degrees would make more sense to me.
Oh, and welcome to the Carbineer forum Tiggs! 
sciguyCO
Mon Sep 27, 2004 2:35 pm
#278
Glad you could drop by, Tiggs.
====Note: Rest of post done without my correspondant hat on====
====I am not speaking on behalf of anyone but myself====
I think for the most part, the chef profession works pretty well. The revamp in february was a great shot in the arm that seems to still be going strong. The bugs that we see range from "inconvenient" to "d***ed annoying", but never really slip into anything game breaking.
- Barrels don't do anything. Most new Master chefs find this out early (the unlucky ones find out after doing a factory run). The impression I've got from most posters is that the stack bonus from casks is sufficient for our drinks. Either remove the barrel schematicentirely or give it some other effect. Keeping the stack size the same as a small glass but giving a small boost to buff/duration would be an interesting idea...
- Stomach digestion takes 45m to go from full to empty. It can get even longer when you are in a high-lag area (DWB, geo cave, coronet) for a big chunk of that.
- Wookiee's can't wear the chef bonus crafting apron (ok, it's really probably a tailor issue, but for some reason this comes up more from chefs than it does from the other crafting profs that get an apron).
- Some foods don't work under a particular "breakpoint" (Havla doesn't have any effect until you reach 100 recovery bonus), some foods stop working above a breakpoint (smuggler's delight doesn't have any effect above 100 reduction).
- I'd like to see a narrower difference between BE-enhanced and non-enhanced food. Right now BE additives add such an overwhelming benefit (and money is easy enough to come by in-game) that non-enhanced food almost never sells, even priced barely above manufacturing costs.
And I know you asked for no links to other threads, but this isn't about chef issues, just a strong insight into the chef profession. ![]()
CyberData4
Mon Sep 27, 2004 2:41 pm
#279
Well, I've always been of the opinion that ranged shouldn't have alot of defenses. Or at leas ttheir defenses should depend on their range. Like since pistoleers need to be close quaters, then I can see them having good def. Since their offense isn't suppose to be all that. Carbineers are more medium range. They should have ok defenses. Nothing good. Rifleman are suppose to be long range and heavy hitters. They should get little to no defense.
I always liked the idea that ranged should do more damage in exchange for weakened defenses.
Schlum
Mon Sep 27, 2004 2:44 pm
#280
Hello, I'm not a Chef anymore but I used to be for quite awhile. One thing i'd like to point out about food is the filling issue. I think the digestion rate is working very well. What I dont understand is that when you die, you keep the stomach filling. This does not correlate with the other enhancements available such as doctors and dancers. When you die, you can get a new doctor enhancement with no penalty, this goes the same for mind enhancements. Why not make it so stomach is emptied upon cloning only. This would also help to get more people into the chef profession because a lot more food would be consumed. your thoughts..
Schlumberger/Flurry
diack
Mon Sep 27, 2004 2:45 pm
#281
I believe Carbineer to be one of the funnest professions i've done yet.
My biggest quarrel with the profession:
1) High HAM cost - it make playing buff'd a requirement, not a choice.
My biggest quarrel with the profession:
1) High HAM cost - it make playing buff'd a requirement, not a choice.
Otegu123
Mon Sep 27, 2004 2:52 pm
#282
AltharXXX wrote:
sorry if this is incorrect - I don't have master carbineer any more - but I've followed update notes fairly closely and have never seen any of these items address.
1) most of the combat specials are broken or worse - no better than the 1st version of the combat special. (As evidenced by ANOVA testing on combat spam.) I really like the special which always shows 1 point of damage in combat spam too. (for example, legshot1 = legshot2)
2) the resouces used to make advanced carbineer weapons really really suck in the areas that make good rangedweapons. it's because of this most carbineers (who don't buy krayt versions) are armed with a good laser carbine. (The elite carbine is hardly elite in actually use--it's more like a 'gimp carbine'.)
Actually we're one of the few professions where all our specials are working, bar one. Our problems, imo, lie more in the core combat mechanics, i.e speed, damage output, people with v.high defence resists etc. Thats not to say we couldn't have a few fixes before the CB though
vortexala
Mon Sep 27, 2004 2:54 pm
#283
Heyas Tiggs *wave*
Now be nice, folks. And please speak up.
We've got a Dev in our midst, might as well put the opportunity to good use. 
BLD_007
Mon Sep 27, 2004 3:02 pm
#284
Schlum wrote:
Hello, I'm not a Chef anymore but I used to be for quite awhile. One thing i'd like to point out about food is the filling issue. I think the digestion rate is working very well. What I dont understand is that when you die, you keep the stomach filling. This does not correlate with the other enhancements available such as doctors and dancers. When you die, you can get a new doctor enhancement with no penalty, this goes the same for mind enhancements. Why not make it so stomach is emptied upon cloning only. This would also help to get more people into the chef profession because a lot more food would be consumed. your thoughts..
Schlumberger/Flurry
This answered this at Fan Fest. That is MENT to be in the game due to Foods/drinks that have a counter kike. next 14 hits is reduced bu 41% or next 15 kiss is +15 exp. They did it to avoid that due to people exploting like eating/dieing/eating/dieing and the next 200 hits are reduced.
Spank-A-Thon
Mon Sep 27, 2004 3:09 pm
#285
I'm a Master Carbineer (and a wook so how unlucky was I for some time!!!) and in order to be effective in PvE (PvP is a total loss) I've had to dabble in BH 0300. Now I have the extra speed and accuracy, I'm actually useful....
So speed it my biggest issue - I loved being Master Carbineer but with the extra speed boost from BH it's like an entirely new (and effective PvE) profession.
- Ymo
jkray8472
Mon Sep 27, 2004 3:09 pm
#286
We cannot compete with the other ranged professions anymore. Due to the 4 second "stick" that we have when we toss a poison, disease, or stim (which occurs whether we were in motion or not), we are easily overtaken by melee professions.
Prior to the range "fix", it was possible to toss a poison from a distance of say 75m. By the time we are unstuck, a melee person may be halfway to us, or closer. A ranged person could get within range and start shooting us. But we were far enough out to begin our own defense, and to continue kiting melee professions.
Now, it is physically impossible even to reach a range of 64m. At 64m, we stand "a chance" of not being killed by a melee person before we can unstick. However, in order to have our packs reach the 64m mark, we have to destroy our potency and power (and with poison/disease buffs, we need very high potency). 62m is the best possible range, with a maxed out pack. Stimpacks have an even lower maximum range (I think 55m).
Either re-do the range calculations to allow packs to hit 64m more easily (say with one experimental point when using high-quality advanced resources), or completely remove the animation that roots us in place.
Thanks!
Prior to the range "fix", it was possible to toss a poison from a distance of say 75m. By the time we are unstuck, a melee person may be halfway to us, or closer. A ranged person could get within range and start shooting us. But we were far enough out to begin our own defense, and to continue kiting melee professions.
Now, it is physically impossible even to reach a range of 64m. At 64m, we stand "a chance" of not being killed by a melee person before we can unstick. However, in order to have our packs reach the 64m mark, we have to destroy our potency and power (and with poison/disease buffs, we need very high potency). 62m is the best possible range, with a maxed out pack. Stimpacks have an even lower maximum range (I think 55m).
Either re-do the range calculations to allow packs to hit 64m more easily (say with one experimental point when using high-quality advanced resources), or completely remove the animation that roots us in place.
Thanks!