Carbineer Archive

Thread: Request for CU Top 5 Issues

TAfirehawk
Mon May 30, 2005 8:22 pm
#1

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.




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

giffordgekko
Mon May 30, 2005 10:45 pm
#2






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)


3. need for root special (rifles and pistols have them why not us?)


InfluenzaSWTA
Mon May 30, 2005 11:56 pm
#3

Rifleman only has a snare, and one that isn't as good as ours. Only Pistoleer and Smuggler have roots among ranged combat professions, and Smuggler's is supposed to break on damage.

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



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Adval
Tue May 31, 2005 6:11 am
#4


1. We need a Cone/Area KD.

2. Rapid Fire and Scatter Shotneed to be made useful.

3. More Crowd Control abilities to specials, please!

4. We need aroot special OR a longer/more effectivesnare on Crippling Shot. I don't think 15 secs (at least I recall it's that) is enough, at least with the current movement modification as the mobs still pretty much run at me after snaring.

5. We need our DPS adjusted I think. I usually look at the DPS of a weapon more than dmg/speed (I know it's not as accurate, but still). Currently my best carbine is the Proton Carbine(DPS-wise that is and it's a MBH cert). So enableus to have crafted carbines with high DPS too without getting an action killing SAC or having to loot/buy some really good tissues. Not sure if this is more of a WS issue, but it relates to us.

Message Edited by Adval on 05-31-2005 04:12 PM



<Advius Soron - Chimaera>
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Albus_Dumbledore
Tue May 31, 2005 6:40 am
#5

1. carbine specials need to be more useful (snare has to last longer, maybe 30 sec, and scatter shot needs some special purpose, e.g. bleeding or somewhat)

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 i really adore this one




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JanuHull
Tue May 31, 2005 7:04 am
#6

1. Cone KD. Give us this, and you can stick the snares and roots where the sun don't shine.This was our key signature move before the CU.


2. Return the random application of states to the Full Auto Area special. This was also one of our signature pre-CU moves.


3. Improve the damage output of Advanced Rapid Fire. Our Master special feels more like master-bation in PvP. Feels good to have it, but its ultimately pointless and rather messy to rely on it.


4. Switch the damage/effect of LegShot and CripplingShot. Somehow, the logic of the effects these two specials have seem backwards to me. CripplingShot was our classic cannon shot, and LegShot would seema more logical snare shot.


5. For specials between Carbineer and Bounty Hunter which overlap, restore the pre-CU situation where the BH specials were longer duration/single target, and the Carbineer specials were shorter duration/area effect.



Alternative #3. Replace Advanced Rapid Fire with Advanced Charge Shot, which could become our new Area KD. Again, CS2, once it was fixed, was the core of the pre-CU carbineer arsenal, this was something we should never have lost.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

weaponmaster88
Tue May 31, 2005 7:18 am
#7

#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





Xerses- Master Jedi

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mrmark200000
Tue May 31, 2005 8:06 am
#8






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!





Smugger alliance Pilot.





Jedi In the NGE. I like. cool Melee

need some tips for the CU? want to learn good tatics for group fighting and soloing? send me a tell, mrmark, eclipse server.

Saagaloo
Tue May 31, 2005 8:22 am
#9

Agree with the points listed by TAFirehawk, but one thing I would really like to see returned to carbineer is the multiple state application abilities we used to have with Full Auto Single - it was one of those profession defining shots and I'd love to see it backparticularly as a cone to give use more crowd controlling definition. Maybe this could be added to Scatter Shot to make that special more worth while?
_scout_
Wed Jun 01, 2005 1:22 am
#10

1.) Area KD shot
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







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Ryubushi
Wed Jun 01, 2005 2:29 am
#11

Welp, as I only got Master Carbineer the other day, my thoughts aren't quite as valid as everyone else's around here, yet I shall share them regardless.



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.





***Valcyn - Lt. Colonel Ryubushi [ONE] of the Empire (the Tank Maniac); Career Master Commando, Master Carbineer, and extremely Anti-NGE.
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Subedeimatt
Wed Jun 01, 2005 3:42 am
#12


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).




sssSubedeisss
Ex-Mayor of Waypoint Rori
Master Bounty Hunter & Master Carbineer
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Subedeimatt
Wed Jun 01, 2005 4:01 am
#13

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





sssSubedeisss
Ex-Mayor of Waypoint Rori
Master Bounty Hunter & Master Carbineer
sssssssssssssssssssssssssssssssssssssssssssss
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