Bio Engineer Archive
Thread: Getting to know you and your profession!
rhaspede
Tue Sep 28, 2004 8:44 pm
#378
I have been a MCM since about 4 months after launch. The biggest problem I see with the cm profession as it stands now is our uselessness as a healing profession. Whether it be pvp or pve, I find myself using my doctor skills to do the majority of healing during battle. Because of buffs and great armor, players rarely take serious health or action damage that puts them in danger of being incapped. They do take mind damage, and I spend my fair share of time mind healing my comrades, but all the rest of my time on the battlefield is spent curing states, poison/disease and fire. And when it's called for, I rez my fallen comrades. My point is, I'm supposed to be a battlefield healer who can fight, but as it is right now, if I didn't have my doctor skills I wouldn't be very viable in combat at all.
Dragoslaf
Tue Sep 28, 2004 10:41 pm
#379
Whoa, you should get a lot of replies, as these guys have a lot of issues. Lets keep it basic:
- The speed mods are not sufficient, it is more difficult to "speed cap" a carbine than it is a rifle. Give them another 20 speed at master or something.
- LegShot3 is just like LegShot2, and makes for a lousy special. Give LegShot3 more damage, tocompete with HeadShot3 and BodyShot3.
- Carbine weaponry is not to par with the likes of pistols, and rifles. Nowhere near, in fact. Damage wise, and speed wise (because of the speed mod mostly)
- There is no such thing as a "stun carbine" weapon. This makes the class rather limited in PvP in comparison to others.
- Carbineers are the only profession that have no skill at Master. Give them something new to play with, to challenge the likes of the effectiveness of riflemen's StrafeShot2. How about FullAutoArea3? Just like Full Auto Area 2 but more damage. Sounds simple? That would be enough, believe me.
I'd love to see more carbineers in combat. More blaster fire in a Star Wars game? Yes please. Carbineers have really been neglected for the longest time. I hope you take my suggestions into consideration.
TKMonkey
Wed Sep 29, 2004 12:50 am
#380
1: Combat Medics aren't too great in PVE - The healing is nice - occasionally so you can help friends but in general people have such good armor that damage is minimal from most PVE, also our poisons and diseases rarely make an effect, I think a debuff poison would be nice, PVE only but maybe lowers resists by 10% or so? just a thought 
2: PVP is a mixed bag for us, on the one hand we're VERY powerful but the immobilization is a real problem, I would like it to be the same for area poisons as those are potentially very powerful but a little less for single poisons, also I feel for those who aren't combat medics and I think once a combat medic leaves the area or is killed amy poisons or diseases they applied should fade away too, that would stop the hit and run tactics when some combat medics hop off a bike, throw their poison and go to a safe distance and then finish them off at range, it would also stop pve "exploiters" who do the same thing, just apply poisons, run off, come back - etc.
Just suggestions 
OryakaDrake
Wed Sep 29, 2004 12:51 am
#381
Hello,
My name is Oryaka Drake and i may be a relatively new Master Carbineer to this group(a little over a month as a master), however i have been fighting in both PVE and PVP since around 6/27/2003 of last year and am very farmiliar with the game. Many of the statements made by people previous to me have shown some of what i have to say, but the following list is what I believe needs to be done in order to make Carbineer a working profession. The list is ordered from least important to most important.
5) A few specials in Carbineer are a bit redundant or even useless in some cases. IE. leg shot 3 needs to do more damage than it is currently doing, or it should be made an AoE attack. Wildshot 1&2 are basically useless and need some looking into, and supression fire 2 is redundant and doesnt work well at all for its function.
4) The currently working specials are only powerful enough to combatMid to High-Mid level PVE, and are only good in PVP sparatically with all of the defense stacking and food stacking.
-Since the chance of these "state sticking" specials actually landing a state in anything higherthan Mid to Mid-High in PVE and PVP is very low, a modifier for these specials needs to be added in whichit would increase the chance of certain states sticking by aquite a bit. IE. full auto single 2 should have a much higher chance of landing a Blind, Dizzy, and/or Stun than full auto single 1.
3) The blatant lack of weapon choice is killer. The only damage types available are Energy, Acid, and Heat. Truthfully to create a happier atmosphere i would say at least one or two more damage types need to be present. Im not asking for stun as it would currently be game breaking with the current dynamic, and those that ask for it dont truly understand that there is not supposed to be a GOD mode.
-An idea for a weapons would be perhaps KINETIC(and no devs there are such things as non melee peeps having melee, and stop that B.S.). The idea is a Shot Gun type weapons that has a high min and decent max damage, however it would inherently have a shorter range and have a radius of attack. IE. stats for a gun like this would be
Variation of: Blunderbuss
AP: Light
Speed: 3.5
Damage:
type: Kinetic
Min: 150
Max: 190
Wound%: 30%
Radius: 5 or 3
Range Modifiers:
Point Blank: -20 @ 0m
Ideal: +2 @ 18m
Max:-90 @ 48m
Special Attack Cost:
Health: 20
Action: 30
Mind:17
Therefore the weapons would be greatly inaccurate except for at the ideal, and as such it would assume the abilities of a shot gun type weapons in that it has an automat radius of 3m to 5m, simillar to the ee3.
2) Defenses are terrible compared to every other class in the game. All that is needed would be a mix similar to 20 melee defense, and 35 ranged defense at master. The other part of the defenses would need to be increased and counterattack needs to be fixed. Other states should be similar to half way between rifleman and pistoleer. IE:
Defense vs Knockdown +30
Defense vs Posture Down + 35 (as this class is a person who "kneels")
Defense vs Intimidate +25 (leave alone)
Defense vs Stun +15 to 20 (they should be able to defend a state they inflict)
Defense vs Dizzy +15 to 20 (same as stun defense)
Defense vs Blind +15 to 20 (same as stun and dizzy)
This increase would make for a much happier class, and put them in the middle ground, where they are supposed to be. I would suggest migrating these stats, except for whats already there in the trees, to the master box, that way it will keep from the bounty hunter / carb dabbler being able to stack without mastering.
1) Unfair speed modifier and lack of any thing good in the final box. It is an atrocity for this class to have only +60 to speed at master, please take heed to my following suggestion and change the mods in the following 5 boxes.
Intermediate Carbine Assault Tactics: change to +6
Advanced Carbine Assault Tactics: change to +8
Expert Carbine Assault Tactics: change to +10
Master Carbine Assault Tactics: change to +12
Master Carbineer: change to +14
This would give carbineer +80 to carbine speed at master which would give them an inbetween of Rifleman and Pistoleer. Now for the last box, what i mean by something good would be a nice special. PersonallyI would love the following as it actually makes sense for this class to have it and not the others.
Carbineers Rush: This attack requires the Carbineer to rush his opponents while firing at a single target with a massive spray of weapons fire. This attack scares and confuses the target causing them to become intimidated and dizzy.
The attack above would be very low damaging, however it would hit each ham bar at the same time, but since the damage is so low, the chance to apply dizzy and intimidate would be high, as the carbineer is flushing them out of their area of attack, in essesnce scaring the living daylights out of them.
These are my personal suggestions, i know they were long, however i like them, and i believe it addresses my views and those of people around me. Thanks for listening to our suggestions.
Oryaka Drake
Naritus
Naritus
Master Carbineer/ Master Dabbler
"In the darkness of reality you will find me"
Founding Member: Birds of Prey -Prey-
WupAssMachine
Wed Sep 29, 2004 4:23 am
#382
#1 remove serial numbers from components
#2 remove/fix/or change use of barrel
#3 stomach filling & effect of food BOTH removed upon cloning
#4 welcome 2 the kitcken 
CaraAnam
Wed Sep 29, 2004 4:28 am
#383
Hmmpeople kind of said this already but i would love to seethese fixed (so i am saying it again...incase you missed it the first time)........ can you please
1) make the crates hold more, like 50 instead of 25........please please please at least for subcomponents
2) get rid of serial numbers all together, at least for subcomponents 
3) toss the barrels ......really make them go away forever 
Thanks for your time 
Khragon
Wed Sep 29, 2004 5:31 am
#384
I believe the problem with CM's is they lost the vision as us being battlefield medics and instead made us the chemical warfare bombers. We arent really even medics anymore IMO. When we go on a raid in PvP, we are expected to be poison tossers, not healers. Doctors overshadow us as healers now, they are superior at it, with the exception of ranged stims. As a CM since launch, I havent crafted a area stim or ranged stim pack in...maybe 6 months. I craft poisons and disease packs every couple weeks. This shows the variance. So what is the problem with CM's? What are we....battlefield healers or chem warfare experts? The answer on both sides, regardless of which it is needs some revamping.
SmokeMare
Wed Sep 29, 2004 6:49 am
#385
Ok, my template - is currently 4312 Carbineer 3314 Creature Handler - with some other bits and bobs from Artisan and Medic. I'm intending to be Master Carbineer, Master Craeture Handler.
My playstyle is 99.9% PvE, I have dabbled in PvP, I've fast come to the conclusion that my template is NOT suitable for PvP at all. Reasons why:-
1. Creature Handler is totally nerfed and gimped to uselessness in PvP. (It is fun though.)
2. Damage types, we currently have no effective, damage types as all our possible types are negated entirely by half decent composite armour. - I would like to see Cold and Stun.
3. Defences, we need more defence pure and simple.
4. Easier access to powerful weapons, it seems our most powerful weapon is probably a stocked, Krayted Laser Carbine, which even then is only as powerful as fairly easy to get hold of Rifles or Power Hammers.
5. States working, our states you could argue are why we don't do so much damage, but I find particularly fighting high end content the states never take effect. I'm talking Geo Labs, Krayt Dragons, Tusken Observer, Executioner etc.. Nightsister Elders? It might be me, but they seem to work very infrequently on the high end PvE content.
6. HAM Costs, I duelled a friend a while ago, a novice mmarksman, I won of course - just, but when I inspect the combat log he barely got a hit in! It was almost 100% my specials damaging me - that's just not right ! IT doesn't help that a picked a Trandoshan, who isn't well equipped in the action bar..... buffing for us is a requirement not an option, this is slightly negated by being a Creature Handler, but not much.
Some of these problems are exacerbated by the fact that I don't have much time to play at a time so queing for buffs etc is a pain, and also that I tend to play off - peak so there are rarely people to group with.
Then again if I wanted an easy time in PvE I should have gone Swordman Doctor... I love Carbines, I love state effects and I love Creature Handling...
I know it's all been said before Tiggs, but that's my perspective anyway.
Phonelesscord
Wed Sep 29, 2004 7:09 am
#386
Khragon wrote:
we are expected to be poison tossers, not healers
If we had anything to heal...
buffs+armor=little/no damage
Punisher-TC
Wed Sep 29, 2004 8:04 am
#387
I don't exactly think that we need more damage types, I think armor needs a revamp.
Right now Composite is king since it can have good stats vs pretty much everything across the board. What itSHOULD be like is have a mixture of resists on every armor so that all armors can be good. For example...
Bone armor could be the best vs kinetic but the worst vs acid.
Composite could be best vs heat but worst vs energy
Storm Trooper could be best vs energy but worst vs kinetic
etc.
The thing you may have to worry about with this is people mixing and matching armor peices to find an uber frankenstein suit that does good vs most everything.
Also maybe clothing could be designed to give speed mods to make you fire or move faster than armor clad people.
In summary, seeing everyone look the same in their comp armor is boring.
Brainplay
Wed Sep 29, 2004 8:35 am
#388
So far its all already been hashed on in the past topics.
Our poisons/disease work well in PvP...but not PvE.
Our ranged and area stims....are hardly needed
The difference between a master and a dabbler.....is very small
We are combat medics....without any defenses to help us survive combat.
Our main job in the DWB and corvetter are "insert combat profession" first and "MIND pool replenisher for a doctor" second.
Our medical field is surpassed by doctors on and off the battlefield.
Our ranged and area stims need medicinal subcomponents crafted by doctors to get the best useage.
Our ranged stims are handicapped due to a error in a crafting modifier or complete oversight.
Okin_Sin
Wed Sep 29, 2004 9:19 am
#389
This is for ALL crafting classes, but fix the bug were factories stop making stuff when around 60 items in output hopper. This is a very hard bug to deal with when trying to keep up with large number of sales.
Duende1
Wed Sep 29, 2004 10:05 am
#390
Combat is the main chef problem. It's too easy tocreate a fighter template in order to get rich enoughto buy into a crafting profession. That in itself, in addition to too manycredits lying in the hands of people who don't know it's value, is murdering crafters. Chef is my first mastered profession and I can state confidently that the cost of the grind, the cost of the BE tissues and the production costs are way too steep. We need chef missions/tiers. Perhaps, even apprenticeships with advanced players or special NPCs. We need a way to integrate into the economy naturally.
We should rely on Merchants more than BEs at the lower levels. For example, merchants should be able to rent space on their vendors thereby creating sub admins who can control the alotted space. A chef then can put their crappy low level food up for sale to other noobs who could use the boost in their low level missions.
Chef is a profession that can not be started by a noob. A pure crafter has no chance without gaining attack skills which is a shame because there is nothing more boring or simple than running a loopingattack macro over the same creatures and lairs ad infinitum. Oh brother, just the thought of how easy it is to stack defense mitigation and weapons specials make me sick.How simple and unimaginative can we get here? Since I couldn't answer that question nor could I deal with the sickening repetition of a combat profession,I chose chef.