Bio Engineer Archive
Thread: Getting to know you and your profession!
heh simple fixing pistoleer to make it stronger and more accurate... and making the attacks work
Tiggs wrote:
Since I am the new kid on the block I would like to take a little survey to see what you feel is the most pressing issue with your profession right now. Wait! Don't post just yet, seriously think about this for a moment and post what "you" feel is important, not what you think the overall class feels is important. (Flamers, trolls need not reply). Please do not link me to another thread, I want it in "your" words.
There are no promises being made that you will see immediate changes implemented. This is simply to gauge what you feel is important so that I can discuss this further with the team. I am going through a few professions at a time so if you don't see this post in another forum you participate in, do not worry. I will get to the other forums in due time
Thanks in advance for taking the time out to do this.
P.S.
I am well aware of the sticky issues threads on the forum and the excel sheets that ThunderHeart has. The reason(s) "I" am doing this is 1. to get to know you, 2. get a better feel about your posting styles and 3. Gather fresh feedback from the community. If you feel like you are repeating yourself then please feel free to opt out of posting in this thread.
Zerobacca wrote:
Biggest problem= Damage type.. a Stun AP1 at least! would be usefull.... and maybe( for continuity) Look at episode4, when the stormtrooper SWITCHES an E11 Carbine to stun damage Leia. Maybe a Stun damage AP1 E11 variant would be nice...AND make it comparable to a jawa in damage output.
Tiggs, just so you understand what this forum is REALLY like.
/beatwithdeadhorse Zerobacca
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- States. Carbineer is known as the crowd control profession. Carbineer has some really nice specials which are fun to use, but the problem is that in high-level PvE and PvP my targets are mostly immune to all states, positure changes and kds i do. Even if i geta statethrough it's often worse than the same other professions would apply (don't last as long). When im fighting a creature / npc in pve which has above 50k HAM, i can SPAM state, positure change and kd specials... noone will have any effect... the worst for me is, that jedi run around putting all their states at 300+k HAM enemys andknocking them down without any problems. What also upsets me is, that a novice brawler state which sticks nearly every time (intimidate) is much more powerfull then all states TOGETHER the "crowd control" profession carbineer can apply.
- Speed. Here i've listed all the elite professions and their speed at master: TKA: 125 (or so, it's above 100); Fencer: 95; Swordsman: 75; Pikeman: 75; Rifeman: 90; Pistoleer 74...... and carbineer 60.... do you see the problem? Our speed is awfull, the only possibilities for a carbineer to be able to do anything are to spend 10 - 30 millions of credits for getting +25 speed with attachments or to dabble into BH and spending hundreds of skillpoints for this. Even then riflemen who spent ~20k cr for their weapons and 92 skillpoints total will be better in all cases in PvE and most cases in PvP.
- Defense. Don't really know what to say about this...the only real defense a carbineer has is counterattack and counterattack is bugged.
These are the three issues that are most important for me, besides i agree with all carbineers who posted above me, their issues are very importent for me, too.
Please don't underestimate our issues, because in many situations i, as askilled fighter,wasn't even welcome to join fight groups because when travaling to the corvette people didn't want to spend one of the 10 group places for a "useless carbineer". That can't be okay.
TalonKarrdeTN wrote:
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!
Cone is 30 degrees.....just so we all have our facts straight ![]()
And to everybody else....keep posting your "feelings" here. This is your main chance to get heard beyond what I report via the Corr Forum.
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'.)
Per the STICKY Post, all our Specials are fixed with a small redundancy on LegShot2&3. All other Specials got fixed in Publish 7....WOOT WOOT
1) Speed - we are too slow
2) No special at Master
3) No dedicated Mind attack, as compared to eyeshot and headshot123
4) Defenses are poor, this is starwars, melee should not be so powerful (i.e. required)
5) Lack of weapon choice and damage type: Elite Carbine should be AP2 at a minimum. Stun, cold, electricity, kinetic or some other damage type would be good. Also, fix the radius on the EE3, that would help with crowd control.
6) HAM mulitipliers for specials are way too high.
7) Since the Chargeshot1 nerf (oh and get rid of that animation, who shoots like that anyway?), it makes getting knockdowns much harder due to the timer. Since we can not deal a lot of damage, we need to keep the enemy on their backs. Making a timer for the knockdowns so long, means that a melee class can get up, run up to us and kick our butts. I know we have other ways to affect the same results (dizzy/posturedown) but the defense stackers are hard enough to drop as it is.
8) What's the point of having the Nym's Carbine Cert if it is not much differnet than a DXR6 and does the same damage type?
Give me time, I am sure I will think of more.
Elapidae wrote:
We are a state laying profession, yet our states never land on high level mobs.
We are the slowest of the ranged professions, I could swear we were supposed to be somewhere in the middle of pistoleer and rifleman.
Our defenses are the worst of the ranged professions. See point above.
We need more damage types, more AP2 and AP3, another damage type as well would be nice (Cold/Electric Please!!!)
NO STUN WEAPONS PLEASE!!!!!
We don't want this! We are the thinking profession! A Cold or lightning damage AP2 carbine would make us all happy.
Message Edited by Elapidae on 09-28-2004 09:57 AM
Message Edited by Elapidae on 09-28-2004 09:58 AM
TAfirehawk wrote:
Elapidae wrote:
We are a state laying profession, yet our states never land on high level mobs.
We are the slowest of the ranged professions, I could swear we were supposed to be somewhere in the middle of pistoleer and rifleman.
Our defenses are the worst of the ranged professions. See point above.
We need more damage types, more AP2 and AP3, another damage type as well would be nice (Cold/Electric Please!!!)
NO STUN WEAPONS PLEASE!!!!!
We don't want this! We are the thinking profession! A Cold or lightning damage AP2 carbine would make us all happy.
Message Edited by Elapidae on 09-28-2004 09:57 AM
Message Edited by Elapidae on 09-28-2004 09:58 AM
Please let each person speak his/her own mind at what THEY want.....
I will handle what WE want as a collective community, but this is a "different" list of requests.
So I was ok flogging Zerobacca with a dead horse then?
JanuHull wrote:
So I was ok flogging Zerobacca with a dead horse then?
I have no major qualms about the combat medic profession. Almost everything about the profession in my opinion is acceptably balanced. I'm not of the opinion that we should be able to lob poisons and diseases farther than or as far as a rifleman can fire his weapon (or a pistoleer for that matter). Makes no sense to be able to. I use combat medic poisons in PvE play and find them to be an acceptable and useful addition to my arsenal. I think it's an absolutely ridiculous argument for a CM to complain that he fails to do damage equivalent to elite combat professions; last I checked elite combat professions had squat for healing abilities, so we shouldn't have commando-level damage skills. Frankly, I'd love to be able to heal, buff, fix states, mind heal, craft poisons and stims, have incredible defenses on par with all the defense stackers, whip out a super-powerful weapon and solo mutant rancors but I think that's asking for a wee bit much... yet that seems to be what most posters are saying they want. It's unrealistic to expect or hope that combat medics are ever going to, or should, have combat abilities equivalent to riflemen, commandos or melee professions. That's the trade off for being able to heal. If you want to be able to kill things and be a combat medic, you're going to have to add in a combat profession to your skill mix. We're not going to get superior combat abilities that we shouldn't have.
With the exception of Class 1 radioactive, combat medic resource needs are hardly rare or difficult to come by, at least in my experience. Class 2 LPF seems to always spawn with the same middle-of-the-road numbers. Class 1 radioactive hasn't spawned on Lowca in at least 4 months. Everything else has been fairly well available although perhaps not constantly, but that's fine. Half of the fun in crafting is finding the good resources. I've never delved into the CM goods market, so I don't know how well combat medicine sellers do. I can't imagine they do terribly well, since it seems their only market is in selling mind poisons in low quantities.
I do agree with those who have said that the healing abilities of CMs in large groups has become unnecessary. I end up in very few group situations where my area and ranged healing abilities are in demand. Nightsisters, perhaps, very rarely when, say, our tank happens to have forgotten to repair his armor... But this really isn't so much a problem with CM abilities as it is overpowered armor and buffs and/or underpowered enemies. When you're wearing 80% effective armor and have 2500+ buffs to your statistics, ain't much around gonna put a dent in ya and what little damage you take is going to heal itself. We've become more of an insurance policy than a group necessity, and this does disappoint me. Chances are good that once the promised combat revamp is in place, these issues will sort themselves out and we'll see a reasonable drop in armor/buff effectiveness and a corresponding increase in combat medic healing usefulness.
Mind healing in my understanding was always intended to be something of a last ditch resort, hence the high use penalties. I think another element to those penalties was an attempt to make entertainers more useful to groups in the field.
I can't speak much on CMs in PvP since I stay out of that arena. The few times I have had to defend myself and my comrades from other players, mind poisons and diseases haven't been too much of a factor. Buffs are high enough to cover damage from mind poisons and the battles generally don't last the time required for poison damage to operate. In concert with other combatants, though, poison is definitely a bonus. Quite frankly, as a CM/Doctor, in solo player versus player I fully expect to get my head handed back to me on a silver platter. In group PvP my only hope is to hang back and aide my comrades... but this is the way it should be, yes? This points more to a general problem with SWG combat, though, than any fault of the professions. Were it possible for other players to provide legitimate cover or covering fire, or for doctors/CMs to take defensive positions shielded from incoming fire, I'd expect to live longer in PvP and be more useful as a healer. As cover is basically non-existent, terrain serves no tactical purpose, and physically blocking opposing players can't happen, it's difficult for non-combat-oriented healer-types in PvP to last very long. Nature of the game system, I suppose.
Combat medics are intended to bridge (somewhat) the gap between the medical and combat professions. We're not intended to be as damaging in combat as the pure combat professions and we shouldn't be. We're not intended to be as skilled as doctors, nor should we be. Those of us who supplement CM with doctor know that this limits our other options and we accept that.