Carbineer Archive
Thread: OFFICIAL Developer Top 5 Response
Before I get into the Top 5 Issues and their responses, it is very important that you have read the SWG: The Art of Combat post by Thunderheart. The Developers are indicating many changes relevant to our class are coming and Thunderheart's post offers an overview of what to expect for the next few publishes. In general I believe these responses are a good sign for Carbineers. I was originally disappointed to their responses to issue 3 & 5. I engaged the Developers further on these issues and they have clarified their stance in positive ways. I am encouraged by this movement because I believe it shows the Developers are now willing to engage us in discussion about our issues and because this movement indicates good changes are coming for us. Without further babbling...
1. Carbine HAM costs are too high.
The Developers agree they are too high. The next several publishes to Star Wars Galaxies will be focusing on combat. In addition to releasing a new combat system, the HAM costs on carbines will be decreased. The Developers have promised combat is about to become much more fun!
2. Many carbine specials are broken.
The Developers agree. The next several publishes will be focusing on combat. In these publishes all the broken carbine specials will be fixed. Hurrah!
3. Carbines need more speed.
The Developers originally provided no clear response to this issue. They stated that they want carbines in the middle between pistols and rifles. I pointed out this is a big issue for Carbineers and that their vision does not match the current game. The Developers revised their response to indicate they will be addressing our speed as well! I was shocked by their movement on this issue but I am very very happy they are now acknowledging this as an important problem. Their change in stance on the speed issue is incredibly good news for us!
4. There is little selection of good carbines.
The next several publishes that are focused on combat will be rebalancing the weapons and introducing new carbines. They have promised the next several months will be an exciting time for Carbineers!
5. The KD/posture change timer was a big nerf to carbineers.
They strongly disagree and indicate that further discussion is not needed. They believe that KD and posture changes that were not timed resulted in Carbineers being able to solo things that players should not be able to solo. The timers are needed to balance combat. However, they do acknowledge that adding the timers removed the class distinction of crowd control Carbineers once had. Over the next combat publishes, the Developers want to give Carbineers distinction again. In following up that statement, Thunderheart has asked me to engage the Carbineer community by asking for suggestions on how to make Carbineers distinctive again. I will be doing just this in a soon to follow thread. Further, Thunderheart has indicated he will be visiting our forums soon so that he can get first hand knowledge of our issues. While this provides no promise of direction action, I firmly believe that discussion of these issues with the Developers will ultimately result in our class becoming distinctive, fun and desired in groups.
Message Edited by novamarine on 12-19-2003 05:50 PM
Eldudorino wrote:
They said yes on speed? YAY
We're covering everything in the combat pass. ![]()
YAY!
The devs think we should be a crowd control profession as well.
Thanks so much nova.
*faints*
I must be asleep. I've tried pinching myself, but that didn't work. If I can find a Carbine maybe I can really inflict some damage on myself. Then I'll wake up for sure!
![]()
-Raystonn
Greets ...
You have to start with the definition for Carbineer's ...
The definition used to be: We are the Machine Guns of SWG.
If that is true, our class needs to act more like a machine gun. what does a machine gun do? it fires a lot of rounds very, very fast in a large spray like pattern.
That sounds like AoE.
To that end ... and folks are not going to like this in other forums ... but I submit that Carbineer's should be the only ranged class that has AoE.
To balance things out ... Rifles should be the *most* accurate and hit the harderst ... Pistols should be the least accurate and fire the fastest. Machine guns should be in the middle of both of those. (Even though machine guns are faster in real life, we have to compromise somewhere else).
The Dev's will probably not like this idea ... but I certainly hope they will consider the idea.
For I don't believe that every class should have a KD ... if there is a group ... with somebody from every combat class ... what good are all those KD's? should not the KD's be limited to just a couple of class's?
I honestly can not think of anything else that the "middle" child has to distinguish itself ... in all other things we should be the middle of the road .. the balance between the extremes of pistols and rifles.
In Speed, Movement Penalties, Defense mods, Accuracy, Power, etc, etc we should be in the middle of pistols and rifles ... but outside of that ... AoE is the only thing that makes sense.
Rifles are sharp shooters, Pistols are from the hip quick shooters, and we should be the machine guns :-)
novamarine wrote:
Before I get into the Top 5 Issues and their responses, it is very important that you have read the SWG: The Art of Combat post by Thunderheart.
Has that combat guide been posted yet?
I can't seem to find it.
Ah, my mistake - I thought you meant the new one that Thunderheart said he'd make for, um, today. (So where is it, Thunderheart?)
Here's the link to that older one:
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=14605&highlight=art+of+combat#M14605