Carbineer Archive
Thread: Request for CU Top 5 Issues
TAfirehawk wrote:
Please list your individual Top 5 Issues for Carbineer. Please include a brief description if you wish and be sure to still list your items even if they are repeated.....I will be counting the number of people listing an issue to put it in the final Top 5 I report to the Corr Forum.
1. Rapid Fire needs to be useful.
2. Intermediate/Advanced Rapid Fire and Suppression Fire need to be restricted to Carbines only. Basic/Improved Full Auto Area needs to be restricted to Carbines only.
3. Scatter Shot needs to be useful.
4. Carbines need more Kinetic Damage and Elemental Damage Types....once upon a time SOE promised all profs would get all damage types to promote BALANCE.
5. Cone KD was pre-CU and we need that back to fulfill our Primary Role of Positional Crowd Control as listed in the CU Docs.
1. need more kinetic weapons that are craftable
2. kd cone is needed (was the best special in the game)
My issues:
1. Rapid Fire is worthless and needs something special. States, maybe?
2. Sure could use a fix for Suppression Fire. SCRATCH THAT, just read your updated Supression Fire link. Maybe a better description for it that alludes to the fact that you're intended to use it over and over again? Because most states seem to have an immunity period where the state can't be inflicted again, so the natural assumption with Supp Fire would be to use it once, wait a while, then use it again.
3. Specials overlap a lot with Bounty Hunter... Spray Shot = Full Auto Area, Underhand Shot is a marginally weaker Charge Shot, Critial Shot = Leg Shot in terms of damage... where's the distinction?
4. Speaking of which, we supposedly have a 4 in crowd control and BH has a 1... but all we have the BH doesn't is a snare. So a single snare attack is worth 3 more points in CC? And meanwhile BH can lay three states while we have none?
5. Lack of diversity in carbines. Could really use some more crafted carbines that aren't totally worthless to a Master character... though the whole weapon CL nonsense kinda makes this difficult, I suppose.
Message Edited by InfluenzaSWTA on 05-31-2005 12:10 AM
Message Edited by Adval on 05-31-2005 04:12 PM
2. more carbines which are useful for a master, nowadays its mainly e11 and elite (and e5, for the squadleaders among us
3. i want that damn bothan bola carbine ingame
#1. Cone KD for charge shot (does EE3 still have a radius? because that would make it a cone KD...)
#2. Rapid Fire is useless, legshot is more damaging
#3. Need more Crowd Control, fixing #1 would help this
#4. Scattershot doesn't really have much of a use since the damage is so much lower it doesn't make up from hitting no armor spots, needs slight increase in damage
#5. Restrict some specials like was promised before CU went live, Supression Fire, Full Auto Area, and Rapid fire cannot physically be done with anything but a carbine
TAfirehawk wrote:
Please list your individual Top 5 Issues for Carbineer. Please include a brief description if you wish and be sure to still list your items even if they are repeated.....I will be counting the number of people listing an issue to put it in the final Top 5 I report to the Corr Forum.
1. Rapid Fire needs to be useful.
2. Intermediate/Advanced Rapid Fire and Suppression Fire need to be restricted to Carbines only. Basic/Improved Full Auto Area needs to be restricted to Carbines only.
3. Scatter Shot needs to be useful.
4. Carbines need more Kinetic Damage and Elemental Damage Types....once upon a time SOE promised all profs would get all damage types to promote BALANCE.
5. Cone KD was pre-CU and we need that back to fulfill our Primary Role of Positional Crowd Control as listed in the CU Docs.
1: cone KD! that will add alot to our role of 'crowd control'
2: rapid fire should add some sort of single-target 'suppressed' state, and should do more damage, i mean, itd be hard to stay standing when you got a large barage of laser bolts heading your way.. oh and we cant use rapid fire while kneeling! whats that for?!?!
3: need more kenetic and element damage carbines for the higher levels, 90% of the carbs are low level.
4: scatter shot is kinda redundant.......whats it for? its almost weaker than placed shot! make it do something :I
5:Make some of carbineers signature skills carbine only....rapid fire is for automatic weapons only....same for fullauto area....carbines are auto, rifles and pistols maybe semi auto...but not automatic! :/ also, the simplified combat spam is...........well. bad make it like it was on TC!
2.) Area Stat applying shots - posture changing moves would be nice, i liked the old suppression fire where the target went to kneeling or prone or were forced up. If they would be dizzy-ed in addition or would receive more damage like in KD/or more vulnerable to other stats it would be nice
3.) Scattershot needs to be usefull, see above two points.
4.) BH and carbineer overlap to much, make the carbiner more different from others (see 2.) and influenzaSWTA post )
5.) limit specials to -fullautomatic- weapons - this doesnt have to be carbines only, just add the property fullautmatic or not to some weapons
1) I find rapid fire to be kind of useless. Could we get it to maybe cause random states like the BH move Concussion/Confusion shot (I forget which).
2) Why the hell does charge shot have us running at the target waving our arms like an idiot? Shouldn't a ranged move called "charge shot" be more like we charged our weapon for an exceptionally powerful burst meant to cause a KD?
3) I'd like to see some more carbines, from novice level to master.
4) Actually, in the master box, I'd rather receive an Advanced Scatter Shot than Advanced Rapid Fire.
5) If we're a crowd control profession, a nice area KD would be good, at least for the targets in a tight cone directly in front of us.
The main problem area for carbineer is that the profession lacks definition, our abilities as a crowd control profession have been lost in the CU. The vision of carbineer as outlined in the original CU docs (4/5 for CC) has not been achieved. Rifleman is defined as damage, Pistoleer is a single target control specialist. Carbineer seems to sit somewhere in the middle with nothing to really set it apart.
I would like to see the profession regain the CC abilities it used to have - this for me is the overiding concern for carbineer. This can be addressed primarily through the addition of cone specials / abilities hence why I've listed specific abilities on specials in 3 of my top 5. I haven't really tested the fixed version of Suppresion fire so I can't really comment on the cone snare ability we have or whether it needs to be tweaked. Anyway, my top 5 as follows;
1. Advanced Rapid Fire needs to be changed to a crowd control cone special that adds the chance to apply multiple states (stun dizzy blind) to multiple targets (kind of like a cone version of the old Full Auto Single). Timer needs to be sufficiently short to make this shot repeatable in fairly quick succession (ie Rapid) but compensated by a reduction in damage ability for balance. A master special should be a unique ability defining the profession (ie crowd control) - ARF falls well short of this atm.
2. Return the multi target knockdown ability we had before the CU. Make Scatter Shot useful by making it a cone knockdown thus giving us more crowd control definition.
3. Add a cone root special to further define our crowd control abilities. A multi target root that worked like Stopping Shot would be somewhat over powered so I'm not suggesting that but I would like to see something that works similar to the new version of the Combat Medic's Paralyse ability. In other words the ability to root multiple targets with the root effect breaking on further damage done either directly or by DoT (if in a group). Essentially the ability would enable a carbineer to retreat in good order or heal without taking further damage. Not an offensive special by any means but certainly a crowd controller.
4. Lack of kinetic damage type for carbineers at higher level. The Alliance Needler is too low level to be useful for a master carbineer while the Czerka is a Bounty Hunter certed weapon. Devs need to add a kinetic damage carbine with Master Carbineer cert to give variety for master carbineers and add balance. To save on Dev time / game artwork, design etc, perhaps the underslung carbine could be resurrected as a master certed kinetic carbine to fill this gap? Would prefer the weapon to be WS craftable as the E11 mk 2 is already a quest reward (assuming it's still a schematic on the Imp themepark).
5. There are no elemental damage types on carbines used by Master Carbineers (would not view the Laser Carbine as a Master's weapon). Different elemental types need to be added to the Elite, E11 mk 2 and any new kinetic carbine hopefully added at Master (see 4 above).
Meant to add I disagree with requesting certain specialsbe restricted to use with a carbine only. Aside from the fact that it seems to be at odds with the Dev's "interchangeable, mix and match" style apporach to ranged specials across the professions, I think it gives carbineer distinction in a restrictive way rather than setting us apart by our overall abilities.I would prefer to see greater definition to the profession in terms of crowd control through the addition of new cone specials that give ustrue and distinctive crowd control abilities with these specialsplaced at master and throughout the profession so that dabblers can't access everything without being a master carbineer.
Not meant as a flame in any way shape or form, I just don't quite see the logic here![]()