Bio Engineer Archive
Thread: Getting to know you and your profession!
Ooops, my bad, my brain wasn't functioning I guess. 15 degrees from center either direction, that's where I got that stuck in my head, been awhile since I read that thread heh. So I revise my original statement, 45 degrees in either direction would be too much. But I do think expanding it to 25-30 (total 50-60 degree spread) would be ideal.
TAfirehawk wrote:
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
Tyrst wrote:
BLD_007 wrote:
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.
This doesn't make sense to me because right now when you clone your stomach is full and you don't have any food buffs. If the stomach was emptied under the current system when you cloned there would not be a way to exploit that I can think of.
With the crates of cask enhanced brandy I sell (525 uses), I rarely seem to see people back in the same month. I think we should drop the barrel and add a plate with maybe 2x modifier for all the food items we make.
100% agree any component where the quality has no effect on the final product should not have serial numbers.
It’s not odd for me to move around 125 items for one run of a finished product (additive/2x components/organic).
I completely disagree, as chef stands right now all I sell is brandy/canapé/ahrisa (havla/bivoli for docs). I think some of the other foods need to have their bonuses adjusted so that more foods are in demand. I sell about 15-20 items in my two shops and I can easily say my factories are making one of these 3 90% of the time.
I find it hard to find stacks over a 1k, little less the 20-30k to make a run of a food/drink.
Only for the components, like stated above a crate of brandy is 525 uses, with 1050 it would be along time before I see customers again.
This is one of the biggest problems I have, making components for a run and finding out that 10 minutes after you logged out you factory got the “can’t create a crate” error and you just lost a day.
Crazyana
1) Damage types. I cannot effectively fight the upper-end mobs because an exceptionally large percentage of them are very resistant or IMMUNE to the types of damage I can inflict. We need a carbine that can compete. Something that does cold, electricity, anything is needed. In direct relation to this is armor piercing. As a carbineer, I should be the able to produce more damage and have better armor piercing abilities than a comparable pistoleer. The only AP2 carbine we have? The laser. With DM and a damage type that is virtually useless in high-level pve or pvp, our only ap2 choice is rendered useless. We should have a variety of middle-ranged weapons available so we become a more useful part of an assault group. After all, as a carbineer, we have accepted the role of infantry.
2) Speed. Very well documented above, so I won't get specific. Why is a rifleman faster than me? Why is someone swinging a SWORD able to do so faster than I can pull a trigger? I can guarantee you that I can squeeze off 30 rounds from an mp5 in far less time than I can swing a sword 30 times, or punch 30 times, etc.
3) State atatcks. Another area where the carbineer falls short is in the ability to inflict state changes. High-level creatures/npcs and other players are vitually immune to the state changes we can inflict, or the infliction of said changes really has no effect on the target. For example, what does the "stunned" state actually do? What about the posture-down attacks, or even knock down attacks?
4) Defenses. Make counterattack work.
5) HAM costs. I think the first thing I learned when becoming a carbineer was that I could kill myself faster than any enemy could. Buffs are a requirement, not an option. Pistoleers/rifleman can use their speicals to devastating effect all day long. Unless I've spent the money and time being buffed and consuming enhancing foods, I cannot effectively use the specials at my disposal.
In a nutshell what I would like to see is some new carbines introduced in the upper boxes of the profession. Those carbines should have damage types that will be able to affect the mobs comparable to the level (i.e. cold, electric, etc). Give me a few more ap2 choices. Adjust my speed to be more in line with the other ranged professions. Fix my state-change abilities to actually produce the changes. Do I think I should be invincible? Absolutely not. I'm not implying that carbineer become the fotm. Just make me competitive.
Naritus
Shu_ZhugeLiang wrote:
OryakaDrake wrote:
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
Master Carbineer/ Master Dabbler
"In the darkness of reality you will find me"
Founding Member: Birds of Prey -Prey-
AWSOME POST, your best points are :
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.
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.
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Tiggsm PLEASE look into this post,specialy the above points. I would really want a shutgun style gun......
Message Edited by Shu_ZhugeLiang on 09-29-2004 10:37 PM
Saitek wrote:Welcome to the chef forums! I have been a chef for over 1 year now, and am the undisputed first chef in my galaxy.Things I would like to see:
- Removal of serial numbers from components
- Removal of the Barrel Schematic
- Addition of a wedding cake, and appropriate graphic, for RP purposes
- A way to mass move components instead of dragging 1 crate over at a time
- Reduction of the reliance on BE's, non-BE items just won't sell.
- More diversity in food graphics. The revamp removed several unique graphics: Coriellian Fried Icecream, Bivoli, Meatlump
- More complexity in crafting in order to create more unique results. Pre-Revamp this was somewhat true, depending on what you new about that schematic, now its a pretty generic "drop in the resources" and everyone comes out with the same stats.
- Being able to equip food/drink, for RP purposes
- Create a balance between drink stack sizes and food stack sizes. Perhaps the introduction of a "plate" container
- Resources to stack size to be increased to 500k. Chef tends to be a high volume profession which utilizes many different varieties of resources, an increase in stack size would help a chef's frequently stressed resource inventory.
- I would like to see characters graphically get fat if they eat alot of high calorie foods (just a fun thing I've always wanted to see)
- Fix broken or useless foods, or just remove them completely
- Factionally aligned food, so that we could play a larger role in the GCW
- Stomach not emptying on death. Though it has been said many times that this is working as intended, I don't feel it is right.
good post. find a place with the BE stuff and non Be going to be hard. but he said more of what I was going to add.
2) if we have good ressources we are too much the killer in pvp. if we have no decent spawns, our poisens are useless in pvp cause of that antipoisen buffs. i like the way the ressource spawns were before. the ressources did some kind of balancing our profession. all that crappy stuff that spawns every now and then is enough to make pve, and wont take the fun out of pvp. but since those anti poisen buffs are out, it is impossible to stack a 110 pot poisen, and you have to get near the 200 pot marge to get a 50% chance to stack sth. so there should be changed sth.
solutions: first get down the max antipoisen buff potency, or change the ressources needed for the potency component so that we can craft higher potency without waiting months( i dont remember the name anymore). (but the dammage reduction due to antipoisen buffs is just fine)
second: cm should craft a component needed in the antipoisen buffs(good way to make money, and force the ppl to communicate and play as a community)
3) combat medics should craft the antipoisen buffs, and be the one who give those buffs to others, not the master docs
(goes along with 2)
4) we should be able to revive dead corpses.
MeciniaLua wrote:
Well I find that most everyone has mentioned the major concerns.
I've been a chef now for a few months.
Things I'd like to see done:
1: remove the barrells....there is no real need for them. For those crying that hey we have them stowed up for when the fix happens. Let me point out that SOE fixes almost always ( the only exception I know of being the furniture holding items ) only works for new items not already created items.
2: We are very dependent on BEs. Other foods sell very slowly. Our dependency is a concern because there are not enough BEs to really keep up with all the chefs. We need non additive foods most likely to receive a boost. Giving them a boost would help out newer chefs.
3: Stomach Filling bug. Stomach Filling is suppose to clear every 30 minutes not every 45 minutes. This needs to be fixed.
4: We have several foods like Garmorrl that are bugged due to the lack of the resources it calls for having the required stats. These foods need an overall. We also need to get some of out older schematics back, Ryscate is one I have many folks ask about, but sadly we can't make anymore.
5: The Mando Wine scematic is in the DWB...what chef really has a chance in the DWB. This means we are at the mercy of the combat classes to get it, and they already control a lion share of the money....
Thanks for your time
LOL !!! Well said !
There is a joker on our server who has it and he wants 40 millon creds for it !
An item like should be gained from a quest for chefs...not looted in the hardest place in the game.
Mayor_Woosh wrote:
MeciniaLua wrote:Well I find that most everyone has mentioned the major concerns.I've been a chef now for a few months.Things I'd like to see done:1: remove the barrells....there is no real need for them. For those crying that hey we have them stowed up for when the fix happens. Let me point out that SOE fixes almost always ( the only exception I know of being the furniture holding items ) only works for new items not already created items.2: We are very dependent on BEs. Other foods sell very slowly. Our dependency is a concern because there are not enough BEs to really keep up with all the chefs. We need non additive foods most likely to receive a boost. Giving them a boost would help out newer chefs.3: Stomach Filling bug. Stomach Filling is suppose to clear every 30 minutes not every 45 minutes. This needs to be fixed.4: We have several foods like Garmorrl that are bugged due to the lack of the resources it calls for having the required stats. These foods need an overall. We also need to get some of out older schematics back, Ryscate is one I have many folks ask about, but sadly we can't make anymore.5: The Mando Wine scematic is in the DWB...what chef really has a chance in the DWB. This means we are at the mercy of the combat classes to get it, and they already control a lion share of the money....Thanks for your timeLOL !!! Well said !
There is a joker on our server who has it and he wants 40 millon creds for it !
An item like should be gained from a quest for chefs...not looted in the hardest place in the game.
I have a alt who should be able to get in there Woosh...after I pick one up for Okeo, if I get another one its' yours
I am just re-doing his template a little and then he should be fine in there.
As for the schematic being in the hardest dungeon in the game I agree, that isn't great...but its just like the Madalorian armor, to make it you need an Armorsmith, Tailor and DE...who would all get beat down in there.