Carbineer Archive
Thread: FOCUS THREAD: Range Limitation Issue with Pistoleer/Carbineer/Rifleman
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Message Edited by dacal on 06-25-2005 03:17 PM
I guess the aim for these Nerfs is to completely seperate Pistoleer, Carbineer, and Rifleman from each other. To make their specials exclusive to the profession & weapon type.
In essence, these Nerfs are trying to bring back the old system.
g0b0ts wrote:
i think they are all going crazy and carbineers will get caught in the middle of it. i see not much wrong with how things are now. if i am a carbineer and switch to a rifle to shoot further, not because i have to most of the time, but because i want to. if you make a min distance cap, then it changes it to not because you want to ...but because you are REQUIRED to change to a pistol. big difference there imo. i have a blast with all my weapons, and i use carbine, rifle, and pistol weapons. sometimes all t hree in one fight. i love the variety we have now. but requiring me to change would only disrupt my view of things. i like chosing because of "want to" not becuase i "have to". ok, i'll let all you other hard core gamers post now.
Many of these grievances are aimed at Rifleman.
But I will say this: When s**t his the fan, it splatters in multiple directions. This will hold true when Rifleman is Nerfed.
What makes some of those Rifles so powerful?
* Pistoleer / Smuggler Specials <-- Next set of Nerf targets when Rifleman gets Nerfed. I guarantee it.
* ANYONE can use a Rifle
Carbineer's Improved Crippling Shot & Improved Charge Shot doesn't stick as well as it used to. Stand by Carbineers, for some more.
Message Edited by Warmaker01 on 06-25-2005 03:56 PM
If they nerf our short range then they SERIOUSLY need to give us some MAJOR CC ablities. I'm talking like cone root and ablities to break out of root and super-fast moving (to get back into our small window of firing range).
Kaukiji wrote:
Here is a post i made on the Chilastra forums about this same issue please forgive any spelling errors:
Kaukiji wrote:
personally i htink this should happen,
pistols
lower damage
mediocre speed
have lowest attack costs of all
very accurate
max range 35m
carbines
mediocre damage
fastest of all
mediocre attack costs
mediocre accuracy
max range 50m
rifles
high damage
slowest of all
highest attack cost
very accurate (exception: at < 20m, accuracy is significantly dropped)
max range 65m
================================================
also though, i think a different stat should be added to weapons: different levels of encumberance
rifles = high encum
carbines = mediocre encum
pistols = low(or even zero)encum
================================================
comments? questions? ideas?
All I see there are a lot of people who are masters with noneed to gain exp suggesting ways that would make advancement in a ranged profession a nightmare. Until you get a root or snare skill you typically have to fight things within melee range due to the movement penalties to keep you from kiting while holding a ranged weapon. These people also seem to have forgotten the reason the devs made lvl 54 weapons with no skill req was so you could change profs after leveling up and actually kill something to earn exp.
Every single thing I have seen in the first 3 pages of that thread are terrible ideas that should never even be considered. If any of those things came to pass we would be right back where we were pre-CU. Melee would once again be greater than ranged because people would be fed up with all the penalties associated with the various ranged profs and just go back to being some variation of TKM/FOTM.
Threads like those are good examples of why devs generally don't listen to the players for game design. Everyone comes to the thread trying to protect or enhance their little sliver of the game (in this case pistoleers trying to get an advantage over riflemen while the carbineers will take collateral damage) instead of trying to make things better overall.Playability is completely overlooked. And once again I see this as another trip down the road ofPvP ruining the game for PvE if any of these changes are made.
Warmaker01 wrote:
Brete wrote:
Something needs to change , pistoleers , carbineers and even jedi running around using advanced laser rifles is ridiculos. Allowing a proffesion to use specials from another proffesion is also causing huge problems ( Q :How many players dont have stopping shot ? A : not many )
One of the great things with the CU is the flexibility on making your character get what stats and what specials to fit into your playstyle. If you wanted that ability or special, you mastered or dabbled into that profession.
Many of these supposed "fixes," a.k.a., Nerfs, will make the professions completely isolated from each other. Just like back before the CU.
And the system back then was AWFUL.
Message Edited by Warmaker01 on 06-26-2005 12:51 AM
Proffesions have lost there identities now , you say the pre CU system was awful but at least combat prof's had someindividuality. The CU promised defining roles for combat prof's but that hasnt materializedsimply because of the ability to dabble.
Brete wrote:
Warmaker01 wrote:
Brete wrote:
Something needs to change , pistoleers , carbineers and even jedi running around using advanced laser rifles is ridiculos. Allowing a proffesion to use specials from another proffesion is also causing huge problems ( Q :How many players dont have stopping shot ? A : not many )
One of the great things with the CU is the flexibility on making your character get what stats and what specials to fit into your playstyle. If you wanted that ability or special, you mastered or dabbled into that profession.
Many of these supposed "fixes," a.k.a., Nerfs, will make the professions completely isolated from each other. Just like back before the CU.
And the system back then was AWFUL.Message Edited by Warmaker01 on 06-26-2005 12:51 AM
Proffesions have lost there identities now , you say the pre CU system was awful but at least combat prof's had some individuality. The CU promised defining roles for combat prof's but that hasnt materialized simply because of the ability to dabble.I fully understand your point of view but if master pistoleers , MBH , master carbineers and jedi are using advanced laser rifles instead of there own master weapons then there is clearly something wrong.
The Professions currently HAVE identities.
Pistoleer- By nature, pistols have the lowest SAC. They're also the fastest. Pistoleer gets the specials which everyone wants, but the Stopping Shots are what's popular from them. Gives good Melee Defense with some Range Defense. Range is the greatest detriment to this profession.
Carbineer- Multi-purpose, balanced profession. Decent in the damage output and the range to do the job. Excellent area attacks: Improved Full Auto Area for damage, Adv.Suppression Fire for area Snares. Between Pistoleer, Carbineer, and Rifleman, Carbineer has the best Snare from Improved Crippling Shot. Reliable KD. Defenses are mediocre but balanced... a very well rounded profession.
Rifleman- Hitting power at range. Period. Sniper Shot is slow, but can dish out alot of frontloaded damage early on. Conceal Shot allows well... concealed shots from the "Covered" position/special for stealthy attacks. Improved Kneecap Shot is the most worthless Snare. Great Ranged Defense, awful Melee Defense. No KD's or Root attacks. What makes Rifleman very good with their weapons is the +85 Rifle Accuracy, by far the best of the 3 covered professions. It needs it. It is the Sniper, Hunter, or Designated Marksman profession.
What exactly between these 3 professions shows that there is no difference between them? They all have their uses. They all have their strengths and weaknesses inherent to the professions.
Message Edited by Warmaker01 on 06-26-2005 02:16 AM
Warmaker01 wrote:
Brete wrote:
Warmaker01 wrote:
Brete wrote:
Something needs to change , pistoleers , carbineers and even jedi running around using advanced laser rifles is ridiculos. Allowing a proffesion to use specials from another proffesion is also causing huge problems ( Q :How many players dont have stopping shot ? A : not many )
One of the great things with the CU is the flexibility on making your character get what stats and what specials to fit into your playstyle. If you wanted that ability or special, you mastered or dabbled into that profession.
Many of these supposed "fixes," a.k.a., Nerfs, will make the professions completely isolated from each other. Just like back before the CU.
And the system back then was AWFUL.
Message Edited by Warmaker01 on 06-26-2005 12:51 AM
Proffesions have lost there identities now , you say the pre CU system was awful but at least combat prof's had some individuality. The CU promised defining roles for combat prof's but that hasnt materialized simply because of the ability to dabble.
I fully understand your point of view but if master pistoleers , MBH , master carbineers and jedi are using advanced laser rifles instead of there own master weapons then there is clearly something wrong.
The Professions currently HAVE identities.
Pistoleer- By nature, pistols have the lowest SAC. They're also the fastest. Pistoleer gets the specials which everyone wants, but the Stopping Shots are what's popular from them. Gives good Melee Defense with some Range Defense. Range is the greatest detriment to this profession.
Carbineer- Multi-purpose, balanced profession. Decent in the damage output and the range to do the job. Excellent area attacks: Improved Full Auto Area for damage, Adv.Suppression Fire for area Snares. Between Pistoleer, Carbineer, and Rifleman, Carbineer has the best Snare from Improved Crippling Shot. Reliable KD. Defenses are mediocre but balanced... a very well rounded profession.
Rifleman- Hitting power at range. Period. Sniper Shot is slow, but can dish out alot of frontloaded damage early on. Conceal Shot allows well... concealed shots from the "Covered" position/special for stealthy attacks. Improved Kneecap Shot is the most worthless Snare. Great Ranged Defense, awful Melee Defense. No KD's or Root attacks. What makes Rifleman very good with their weapons is the +85 Rifle Accuracy, by far the best of the 3 covered professions. It needs it. It is the Sniper, Hunter, or Designated Marksman profession.
What exactly between these 3 professions shows that there is no difference between them? They all have their uses. They all have their strengths and weaknesses inherent to the professions.
Message Edited by Warmaker01 on 06-26-2005 02:16 AM
I agree with youre descriptions of those proff's but as soon as you mix them up they lose there identities , say for example i wanted the entire skill set of pistoleer i would go out and master that proff but i also decieded i wanted charge shot from carbineer as my main shotand then i also decieded that i wanted to use an advanced laser rifle , what would i be ? i certainly wouldnt consider myself to be a pistoleer based on the fact that i had more pistoleer skills , i couldnt call myself a carbineer because charge shot is my favourite special and why would i be a rifleman ? just because i use an advanced laser rifle ?...dont think so.