Carbineer Archive
Thread: If we're Positional Control where's our root?
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Ithilkir
Thu Aug 25, 2005 2:33 am
#1
Pistols is supposed to be attack control, we're supposed to be positional control, so strictly speaking WE should have stopping shot rather than pistoleers. From the CU profession overview (Here) it states for Carbines.
Carbineer
Primary Role: Medium Range Crowd Control (Position Control)
Secondary Role: Medium Range Area Effect Damage Specialist
Offense: Strong (4)
Defense: Minimal (1)
Crowd Control: Strong (4)
The Carbineer is a medium range control specialist. The Carbineer also has powerful Area Cone attacks allowing them to effectively fight groups of targets. Once an opponent is able to close with the Carbineer however they're quite vulnerable.
Profession Mixing Tip: Carbineer crowd control skills are specialized in controlling an opponent's position. Slowing an opponent's movement speed and pushing them back away from the Carbineer are potent abilities for controlling the flow of combat. These abilities combined with fairly strong offensive abilities, particularly when faced with a group of opponents, leave the player with a very potent set of skills. Adding additional ranged skills from other professions only increases a Carbineer's power and options on the battlefield. An alternative template combination may be to add one of the more defensive professions for a well rounded combat character.
Now compare it with pistoleer
Pistoleer
Primary Role: Close Range Crowd Control (Attacker Control)
Secondary Role: Opponent Damage Reduction (Attacker Modifiers)
Offense: Weak (2)
Defense: Moderate (3)
Crowd Control: Strong (4)
The Pistoleer is a lightweight combat specialist. They move quickly around the field of battle softening up targets and reducing their effectiveness. The damage output of the Pistoleer is relatively low but given time and careful tactical control they are still fully capable of taking out targets on their own. The Pistoleer's abilities truly shine though when combined with a well organized group.
Pistoleers are similar in function as a Pikeman. They are more potent in their ability to reduce a target's combat effectiveness and make their opponents weaker in defensive ability. While Pistoleer skills may not create a significant power increase, it can be combined with many other profession's skill abilities to create a significant increase in tactical opportunity.
Profession Mixing Tip: As a versatile close to medium ranged combatant, Pistoleer can benefit greatly from other similar ranged professions. For example, a Pistoleer can add Teras Kasi or Bounty Hunter skills for defensive abilities or Carbineer skills for increased offensive and crowd control ability.
Which of these two overviews suits a special that stops the targets movement? I'd go for the carbineer rather than the pistoleer. I'd go so far to suggest that Rapid fire be replaced by Stopping Shot (however stopping shot should be reduced in effectiveness to prevent chain rooting, giving targets a 20 second immunity from it). It's not a case of carbineer being underpowered and needing a new special (though really, how many do we use?) it's a case of carbines being a POSITIONAL control profession.
Carbineer
Primary Role: Medium Range Crowd Control (Position Control)
Secondary Role: Medium Range Area Effect Damage Specialist
Offense: Strong (4)
Defense: Minimal (1)
Crowd Control: Strong (4)
The Carbineer is a medium range control specialist. The Carbineer also has powerful Area Cone attacks allowing them to effectively fight groups of targets. Once an opponent is able to close with the Carbineer however they're quite vulnerable.
Profession Mixing Tip: Carbineer crowd control skills are specialized in controlling an opponent's position. Slowing an opponent's movement speed and pushing them back away from the Carbineer are potent abilities for controlling the flow of combat. These abilities combined with fairly strong offensive abilities, particularly when faced with a group of opponents, leave the player with a very potent set of skills. Adding additional ranged skills from other professions only increases a Carbineer's power and options on the battlefield. An alternative template combination may be to add one of the more defensive professions for a well rounded combat character.
Now compare it with pistoleer
Pistoleer
Primary Role: Close Range Crowd Control (Attacker Control)
Secondary Role: Opponent Damage Reduction (Attacker Modifiers)
Offense: Weak (2)
Defense: Moderate (3)
Crowd Control: Strong (4)
The Pistoleer is a lightweight combat specialist. They move quickly around the field of battle softening up targets and reducing their effectiveness. The damage output of the Pistoleer is relatively low but given time and careful tactical control they are still fully capable of taking out targets on their own. The Pistoleer's abilities truly shine though when combined with a well organized group.
Pistoleers are similar in function as a Pikeman. They are more potent in their ability to reduce a target's combat effectiveness and make their opponents weaker in defensive ability. While Pistoleer skills may not create a significant power increase, it can be combined with many other profession's skill abilities to create a significant increase in tactical opportunity.
Profession Mixing Tip: As a versatile close to medium ranged combatant, Pistoleer can benefit greatly from other similar ranged professions. For example, a Pistoleer can add Teras Kasi or Bounty Hunter skills for defensive abilities or Carbineer skills for increased offensive and crowd control ability.
Which of these two overviews suits a special that stops the targets movement? I'd go for the carbineer rather than the pistoleer. I'd go so far to suggest that Rapid fire be replaced by Stopping Shot (however stopping shot should be reduced in effectiveness to prevent chain rooting, giving targets a 20 second immunity from it). It's not a case of carbineer being underpowered and needing a new special (though really, how many do we use?) it's a case of carbines being a POSITIONAL control profession.
ChefVomit
Thu Aug 25, 2005 4:36 am
#2
Well to be honest Carbineer is pretty damn cool right now.
As for Crowd Control, we have two snares, AOE, KD, and a great damage shot. I personallly think that there is no reason to give us a root. Pistoleers get the root, Rifleman get the range. We are in the middle, but I think that we end up the best of the three overall.
I mean we can talk about the concept papers and info that you posted. You are right, we are listed as crowd control. And we DO have crowd control capabilities. We dont have a root, but that's ok by me.
As for Crowd Control, we have two snares, AOE, KD, and a great damage shot. I personallly think that there is no reason to give us a root. Pistoleers get the root, Rifleman get the range. We are in the middle, but I think that we end up the best of the three overall.
I mean we can talk about the concept papers and info that you posted. You are right, we are listed as crowd control. And we DO have crowd control capabilities. We dont have a root, but that's ok by me.
_scout_
Thu Aug 25, 2005 4:46 am
#3
Area KD - thats what I want (and what we had PRE CU)
that would give us the appropriate crowd and position control ...
that would give us the appropriate crowd and position control ...
Message Edited by _scout_ on 08-25-2005 01:48 PM
Tailib
Thu Aug 25, 2005 5:06 am
#4
I could not agree more...I really miss our area knockdown...everything elsefeels fine to me.
Tailib
Ithilkir
Thu Aug 25, 2005 5:43 am
#5
Tbh I don't see the need for a root for us either, but certainly pistoleers don't need one, it's not there job to stop the movement
viceroyxerxes
Thu Aug 25, 2005 6:10 am
#6
I use the smuggler concussion shot which I think is the best root in the game.
WiseBobo
Thu Aug 25, 2005 6:11 am
#7
Well from what I read right there, you guys should have the root, not pistols.
It says that pistols are for status changes, not for position control.
/tip SOE $0.02
It says that pistols are for status changes, not for position control.
/tip SOE $0.02
Message Edited by WiseBobo on 08-25-2005 06:11 AM
Sylow
Thu Aug 25, 2005 6:16 am
#8
Perhaps it's just me, but i don't want a root... i want an area knockdown...
JMShunter
Thu Aug 25, 2005 6:21 am
#9
id take root or area kd.. much higher chance of us getting an area kd though
Roguestar
Adval
Thu Aug 25, 2005 6:40 am
#10
I'll take an area KD over a root any day. 
Could you imagine our true usefulness in PvP? 1 Area KD and all those enemies are lying on the ground, then just spam Full Auto Area. 
BadgerSmaker
Thu Aug 25, 2005 6:42 am
#11
Ithilkir wrote:
Tbh I don't see the need for a root for us either, but certainly pistoleers don't need one, it's not there job to stop the movement
You're going the right way for a guild remove sonny!!!
Ithilkir
Thu Aug 25, 2005 6:46 am
#12
Pfffffffffft, remove ALL roots from the game, it's basically an "I Win" button for PvE, or give the mobs some AI, so a Gorax would start chucking boulders when he's out of range, a Krayt could urm. I dunno do something ranged or just retreat if it couldn't get a hold of you after a minute, necrosis could pull out a T21 and blow your head off or start snaring you instead and chopping you into bits with his sabre 
In all honesty, do I want a root for Carbines? Nah, I'd like to see rapid fire and scatter shot become useful other than a secondary damage special before they did that.
In all honesty, do I want a root for Carbines? Nah, I'd like to see rapid fire and scatter shot become useful other than a secondary damage special before they did that.
Message Edited by Ithilkir on 08-25-2005 02:46 PM
MasterWeaponCrafter
Thu Aug 25, 2005 9:14 am
#13
I would be happy with an Area KD again really, loved it Pre Cu ![]()
Agree about Root too, remove it from the game non stop ![]()
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