Carbineer Archive
Thread: Carbineer In Concept Survey
Page 1 of 6
novamarine
Thu Feb 05, 2004 8:02 pm
#1
Greetings. One issue with the current In concept threads is the difficulty to quantify the results to see what the majority of players envision for their class. One correspondant had the idea to break everything down and let people fill out a survey. The Developers like that idea so I am putting one up here. Please read this survey closely and think about it. No need to rush to answer. Once you know how you will answer, go to the second message where I have a template. Highlight the template and paste it into your reply. Then change the numbers to what you envision. Split points between the options but make sure they add to 100. For instance, putting 50 and 50 for offense and defense would mean you believe Carbineers should be balanced between offence and defense. Put 100 and 0 and that would mean Carbineer should be all offense. If you have general comments, include themafter the seperating line. PLEASE follow the template in the following message to make it easy for me to score everyone's results. After a week or 2, I will score the results, post them here and pass them along to the Developers.
Enjoy 
-- Offense/Defense --
How do you see the tradeoff between offense and defense for a Carbineer?
How do you see the tradeoff between offense and defense for a Carbineer?
Option #1: Offense
Option #2: Defense
Option #2: Defense
-- Targeting abilities --
What should the balance be between single target and area of effect/cone specials?
What should the balance be between single target and area of effect/cone specials?
Option #1: Single target
Option #2: AoE/cone
Option #2: AoE/cone
-- Offensive Capabilities --
How should the offense of a Carbineer break down?
How should the offense of a Carbineer break down?
Option #1: Pure damage
Option #2: Crowd Control (keeping the target from moving)
Option #3: Status effects (stun, blind, bleed, etc)
Option #4: Mobility (good accuracy while moving)
Option #2: Crowd Control (keeping the target from moving)
Option #3: Status effects (stun, blind, bleed, etc)
Option #4: Mobility (good accuracy while moving)
-- Crowd Control Abilities --
What crowd control abilities should Carbineers have?
Option #1: Knockdown
Option #2: Posture down/Snare
Option #3: Slow target movement (target can't run)
Option #4: Other (please explain)
What crowd control abilities should Carbineers have?
Option #1: Knockdown
Option #2: Posture down/Snare
Option #3: Slow target movement (target can't run)
Option #4: Other (please explain)
-- Status Effects --
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.
Option #1: Bleeds
Option #2: Delays (target attacks slower)
Option #3: Wounds
Option #4: Dizzy
Option #5: Intimidate (target does less damage)
Option #6: Stun (target is easier to hit with range and melee weapons)
Option #7: Blind (target's accuracy is reduced)
Option #8: Other Affects (please explain)
Option #2: Delays (target attacks slower)
Option #3: Wounds
Option #4: Dizzy
Option #5: Intimidate (target does less damage)
Option #6: Stun (target is easier to hit with range and melee weapons)
Option #7: Blind (target's accuracy is reduced)
Option #8: Other Affects (please explain)
-- Defensive Abilities --
Which of the following should be the most effective of Carbineer defensive abilities?
Which of the following should be the most effective of Carbineer defensive abilities?
Option #1: Melee defense
Option #2: Ranged defense
Option #3: Counterattack
Option #4: Status resists (KD, blind, stun, etc...)
Option #2: Ranged defense
Option #3: Counterattack
Option #4: Status resists (KD, blind, stun, etc...)
-- Weapons --
What should be the priority on Carbines?
What should be the priority on Carbines?
Option #1: Damage
Option #2: Speed
Option #3: Armor piercing
Option #4: Accuracy
Option #2: Speed
Option #3: Armor piercing
Option #4: Accuracy
-- Group Roles --
When in a group, what role should you fill?
When in a group, what role should you fill?
Option #1: Tank
Option #2: Damage dealer
Option #3: Crowd controller
Option #4: Debuffer (apply states to target)
Option #5: Other (please explain)
Option #2: Damage dealer
Option #3: Crowd controller
Option #4: Debuffer (apply states to target)
Option #5: Other (please explain)
Message Edited by novamarine on 02-05-2004 10:12 PM
novamarine
Thu Feb 05, 2004 8:10 pm
#2
My own response as an example.
Offense/Defense
Offense -- 75
Defense -- 25
Offense -- 75
Defense -- 25
Targeting abilities
Single target -- 75
AoE/cone -- 25
Single target -- 75
AoE/cone -- 25
Offensive Capabilities
Pure damage -- 30
Crowd Control -- 30
Status effects -- 30
Mobility -- 10
Pure damage -- 30
Crowd Control -- 30
Status effects -- 30
Mobility -- 10
Crowd Control Abilities
Knockdown -- 40
Posture down/Snare -- 20
Slow target movement -- 40
Other -- 00
Knockdown -- 40
Posture down/Snare -- 20
Slow target movement -- 40
Other -- 00
Status Effects
Bleeds -- 10
Delays -- 30
Wounds -- 00
Dizzy -- 10
Intimidate -- 00
Stun -- 30
Blind -- 20
Other Affects -- 00
Bleeds -- 10
Delays -- 30
Wounds -- 00
Dizzy -- 10
Intimidate -- 00
Stun -- 30
Blind -- 20
Other Affects -- 00
Defensive Abilities
Melee defense -- 10
Ranged defense -- 40
Counterattack -- 30
Status resists -- 20
Melee defense -- 10
Ranged defense -- 40
Counterattack -- 30
Status resists -- 20
Weapons
Damage -- 25
Speed -- 25
Armor piercing -- 25
Accuracy -- 25
Damage -- 25
Speed -- 25
Armor piercing -- 25
Accuracy -- 25
Group Roles
Tank -- 00
Damage dealer -- 40
Crowd controller -- 30
Debuffer -- 30
Other -- 00
Tank -- 00
Damage dealer -- 40
Crowd controller -- 30
Debuffer -- 30
Other -- 00
No comments.
Message Edited by novamarine on 02-05-2004 10:13 PM
sk8boarda22
Thu Feb 05, 2004 8:15 pm
#3
Offense/Defense
Offense -- 65
Defense -- 35
Offense -- 65
Defense -- 35
Targeting abilities
Single target -- 50
AoE/cone -- 50
Single target -- 50
AoE/cone -- 50
Offensive Capabilities
Pure damage -- 25
Crowd Control -- 35
Status effects -- 15
Mobility -- 25
Pure damage -- 25
Crowd Control -- 35
Status effects -- 15
Mobility -- 25
Crowd Control Abilities
Knockdown -- 0
Posture down/Snare -- 40
Slow target movement -- 40
Other -- 20 -- Slow target's attack speed
Knockdown -- 0
Posture down/Snare -- 40
Slow target movement -- 40
Other -- 20 -- Slow target's attack speed
Status Effects
Bleeds -- 10
Delays -- 20
Wounds -- 0
Dizzy -- 0
Intimidate -- 30
Stun -- 10
Blind -- 30
Other Affects -- 0
Bleeds -- 10
Delays -- 20
Wounds -- 0
Dizzy -- 0
Intimidate -- 30
Stun -- 10
Blind -- 30
Other Affects -- 0
Defensive Abilities
Melee defense -- 10
Ranged defense -- 40
Counterattack -- 40
Status resists -- 10
Melee defense -- 10
Ranged defense -- 40
Counterattack -- 40
Status resists -- 10
Weapons
Damage -- 35
Speed -- 30
Armor piercing -- 25
Accuracy -- 10
Damage -- 35
Speed -- 30
Armor piercing -- 25
Accuracy -- 10
Group Roles
Tank -- 0
Damage dealer -- 30
Crowd controller -- 40
Debuffer -- 30
Other -- 00
Tank -- 0
Damage dealer -- 30
Crowd controller -- 40
Debuffer -- 30
Other -- 00
Message Edited by sk8boarda22 on 02-05-2004 07:17 PM
JoSeppi
Thu Feb 05, 2004 8:16 pm
#4
novamarine wrote:My own response as an example.Offense/Defense
Offense -- 75
Defense -- 25Targeting abilities
Single target -- 75
AoE/cone -- 25Offensive Capabilities
Pure damage -- 30
Crowd Control -- 30
Status effects -- 30
Mobility -- 10Crowd Control Abilities
Knockdown -- 40
Posture down/Snare -- 20
Slow target movement -- 40
Other -- 00Status Effects
Bleeds -- 10
Delays -- 30
Wounds -- 00
Dizzy -- 10
Intimidate -- 00
Stun -- 30
Blind -- 20
Other Affects -- 00Defensive Abilities
Melee defense -- 10
Ranged defense -- 40
Counterattack -- 30
Status resists -- 20Weapons
Damage -- 25
Speed -- 25
Armor piercing -- 25
Accuracy -- 25Group Roles
Tank -- 00
Damage dealer -- 40
Crowd controller -- 30
Debuffer -- 30
Other -- 00No comments.Message Edited by novamarine on 02-05-2004 10:13 PM
Ya, that sounds good.
JLG88
Thu Feb 05, 2004 8:24 pm
#5
Offense/Defense
Offense -- 65
Defense -- 35
Offense -- 65
Defense -- 35
Targeting abilities
Single target -- 75
AoE/cone -- 25
Single target -- 75
AoE/cone -- 25
Offensive Capabilities
Pure damage -- 50
Crowd Control -- 25
Status effects -- 25
Mobility -- 00
Pure damage -- 50
Crowd Control -- 25
Status effects -- 25
Mobility -- 00
Crowd Control Abilities
Knockdown -- 25
Posture down/Snare -- 25
Slow target movement -- 25
Other -- 25-attack spd
Knockdown -- 25
Posture down/Snare -- 25
Slow target movement -- 25
Other -- 25-attack spd
Status Effects
Bleeds -- 5
Delays -- 20
Wounds -- 20
Dizzy -- 20
Intimidate -- 10
Stun -- 5
Blind -- 20
Other Affects -- 00
Bleeds -- 5
Delays -- 20
Wounds -- 20
Dizzy -- 20
Intimidate -- 10
Stun -- 5
Blind -- 20
Other Affects -- 00
Defensive Abilities
Melee defense -- 15
Ranged defense -- 35
Counterattack -- 50
Status resists -- 00
Weapons
Damage -- 40
Speed -- 35
Armor piercing -- 15
Accuracy -- 10
Group Roles
Tank -- 00
Damage dealer -- 00
Crowd controller -- 25
Debuffer -- 25
Other -- 50 (of course, the non-stop kder is what they make me ALWAYS)
I think that we SHOULD in fact deal more damage, and that we should gain more speed so we won't have to rely on bh carbine to reach our cap. I think that we should get a dizzy so people won't spam kd all the time (which i hate) , and most importantly, FIX OUR BROKEN SKILLS!!!
Ciirybeccaskyr
Thu Feb 05, 2004 8:27 pm
#6
Offense/Defense
Offense -- 75
Defense -- 25
Targeting abilities
Single target -- 50
AoE/cone -- 50
Offensive Capabilities
Pure damage -- 30
Crowd Control -- 30
Status effects -- 30
Mobility -- 10
Crowd Control Abilities
Knockdown -- 50
Posture down/Snare -- 50
Slow target movement -- 0
Other -- 00
Status Effects
Bleeds -- 10
Delays -- 20
Wounds -- 00
Dizzy -- 20
Intimidate -- 00
Stun -- 20
Blind -- 30
Other Affects -- 00
Defensive Abilities
Melee defense -- 10
Ranged defense -- 40
Counterattack -- 30
Status resists -- 20
Weapons
Damage -- 30
Speed -- 10
Armor piercing -- 40
Accuracy -- 20
Group Roles
Tank -- 00
Damage dealer -- 40
Crowd controller -- 60
Debuffer -- 0
Other -- 00
israiley
Thu Feb 05, 2004 8:29 pm
#7
Offense/Defense
Offense -- 50
Defense -- 50
Offense -- 50
Defense -- 50
Targeting abilities
Single target -- 65
AoE/cone -- 35
Single target -- 65
AoE/cone -- 35
Offensive Capabilities
Pure damage -- 25
Crowd Control -- 20
Status effects -- 20
Mobility -- 35
Pure damage -- 25
Crowd Control -- 20
Status effects -- 20
Mobility -- 35
Crowd Control Abilities
Knockdown -- 60
Posture down/Snare -- 00
Slow target movement -- 40
Other -- 00
Knockdown -- 60
Posture down/Snare -- 00
Slow target movement -- 40
Other -- 00
Status Effects
Bleeds -- 60
Delays -- 00
Wounds -- 00
Dizzy -- 20
Intimidate -- 00
Stun -- 00
Blind -- 20
Other Affects -- 00
Bleeds -- 60
Delays -- 00
Wounds -- 00
Dizzy -- 20
Intimidate -- 00
Stun -- 00
Blind -- 20
Other Affects -- 00
Defensive Abilities
Melee defense -- 00
Ranged defense -- 00
Counterattack -- 75
Status resists -- 25
Melee defense -- 00
Ranged defense -- 00
Counterattack -- 75
Status resists -- 25
Weapons
Damage -- 25
Speed -- 25
Armor piercing -- 25
Accuracy -- 25
Damage -- 25
Speed -- 25
Armor piercing -- 25
Accuracy -- 25
Group Roles
Tank -- 00
Damage dealer -- 60
Crowd controller -- 40
Debuffer -- 00
Other -- 00
Tank -- 00
Damage dealer -- 60
Crowd controller -- 40
Debuffer -- 00
Other -- 00
SigSii
Thu Feb 05, 2004 8:30 pm
#8
-- Offense/Defense --
How do you see the tradeoff between offense and defense for a Carbineer?
How do you see the tradeoff between offense and defense for a Carbineer?
Option #1: Offense --
-- Targeting abilities --
What should the balance be between single target and area of effect/cone specials?
What should the balance be between single target and area of effect/cone specials?
Option #1: Single target
-- Offensive Capabilities --
How should the offense of a Carbineer break down?
How should the offense of a Carbineer break down?
Option #2: Crowd Control (keeping the target from moving)
Option #4: Mobility (good accuracy while moving)
-- Crowd Control Abilities --
What crowd control abilities should Carbineers have?
Option #2: Posture down/Snare
Option #3: Slow target movement (target can't run)
What crowd control abilities should Carbineers have?
Option #2: Posture down/Snare
Option #3: Slow target movement (target can't run)
-- Status Effects --
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.
Option #1: Bleeds
Option #2: Delays (target attacks slower)
Option #3: Wounds
Option #5: Intimidate (target does less damage)
Option #7: Blind (target's accuracy is reduced)
Option #2: Delays (target attacks slower)
Option #3: Wounds
Option #5: Intimidate (target does less damage)
Option #7: Blind (target's accuracy is reduced)
-- Defensive Abilities --
Which of the following should be the most effective of Carbineer defensive abilities?
Which of the following should be the most effective of Carbineer defensive abilities?
Option #2: Ranged defense
Option #3: Counterattack
-- Weapons --
What should be the priority on Carbines?
What should be the priority on Carbines?
Option #2: Speed
Option #4: Accuracy
-- Group Roles --
When in a group, what role should you fill?
When in a group, what role should you fill?
Option #3: Crowd controller
SigSii
Thu Feb 05, 2004 8:37 pm
#9
-- Offense/Defense --
How do you see the tradeoff between offense and defense for a Carbineer?
How do you see the tradeoff between offense and defense for a Carbineer?
Option #1: Offense
-- Targeting abilities --
What should the balance be between single target and area of effect/cone specials?
What should the balance be between single target and area of effect/cone specials?
Option #2: AoE/cone
-- Offensive Capabilities --
How should the offense of a Carbineer break down?
How should the offense of a Carbineer break down?
Option #2: Crowd Control (keeping the target from moving) - 30
Option #4: Mobility (good accuracy while moving) - 70
-- Crowd Control Abilities --
What crowd control abilities should Carbineers have?
Option #2: Posture down/Snare - 50
Option #3: Slow target movement (target can't run) - 59
What crowd control abilities should Carbineers have?
Option #2: Posture down/Snare - 50
Option #3: Slow target movement (target can't run) - 59
-- Status Effects --
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.
Option #1: Bleeds - 25
Option #2: Delays (target attacks slower) - 25
Option #3: Wounds - 25
Option #4: Dizzy - 25
Option #7: Blind (target's accuracy is reduced) - 25
Option #2: Delays (target attacks slower) - 25
Option #3: Wounds - 25
Option #4: Dizzy - 25
Option #7: Blind (target's accuracy is reduced) - 25
-- Defensive Abilities --
Which of the following should be the most effective of Carbineer defensive abilities?
Which of the following should be the most effective of Carbineer defensive abilities?
Option #2: Ranged defense - 50
Option #3: Counterattack 50
-- Weapons --
What should be the priority on Carbines?
What should be the priority on Carbines?
Option #2: Speed - 55
Option #4: Accuracy - 45
-- Group Roles --
When in a group, what role should you fill?
When in a group, what role should you fill?
Option #3: Crowd controller - 100
israiley
Thu Feb 05, 2004 8:38 pm
#10
sry for comments being in a seperate post
i put an emphasis on accuracy while moving and counterattack. i think one of our distinctive characteristics should be our accuracy while moving (carbineers should be masters of firing on the move)making it not only an offensive ability, but defensive also, making us harder to hit while not creating any disadvantage to ourselves. high accuracy while moving combined with counterattack would make carbineers very combat effective.
timothias
Thu Feb 05, 2004 9:54 pm
#11
ffense/Defense
Offense -- 75
Defense -- 25
Targeting abilities
Single target -- 30
AoE/cone -- 70
Offensive Capabilities
Pure damage -- 10
Crowd Control -- 35
Status effects -- 25
Mobility -- 30
Crowd Control Abilities
Knockdown -- 10
Posture down/Snare -- 50
Slow target movement -- 40
Other -- 00
Status Effects
Bleeds -- 00
Delays -- 20
Wounds -- 00
Dizzy -- 20
Intimidate -- 10
Stun -- 30
Blind -- 20
Other Affects -- 00
Defensive Abilities
Melee defense -- 10
Ranged defense -- 30
Counterattack -- 40
Status resists -- 20
Weapons
Damage -- 30
Speed -- 20
Armor piercing -- 10
Accuracy -- 40
Group Roles
Tank -- 00
Damage dealer -- 25
Crowd controller -- 75
Debuffer -- 00
Other -- 00
Offense -- 75
Defense -- 25
Targeting abilities
Single target -- 30
AoE/cone -- 70
Offensive Capabilities
Pure damage -- 10
Crowd Control -- 35
Status effects -- 25
Mobility -- 30
Crowd Control Abilities
Knockdown -- 10
Posture down/Snare -- 50
Slow target movement -- 40
Other -- 00
Status Effects
Bleeds -- 00
Delays -- 20
Wounds -- 00
Dizzy -- 20
Intimidate -- 10
Stun -- 30
Blind -- 20
Other Affects -- 00
Defensive Abilities
Melee defense -- 10
Ranged defense -- 30
Counterattack -- 40
Status resists -- 20
Weapons
Damage -- 30
Speed -- 20
Armor piercing -- 10
Accuracy -- 40
Group Roles
Tank -- 00
Damage dealer -- 25
Crowd controller -- 75
Debuffer -- 00
Other -- 00
Benjen
Thu Feb 05, 2004 11:21 pm
#12
Offense/Defense
Offense -- 60
Defense -- 40
Offense -- 60
Defense -- 40
Targeting abilities
Single target -- 70
AoE/cone -- 30
Single target -- 70
AoE/cone -- 30
Offensive Capabilities
Pure damage -- 30
Crowd Control -- 25
Status effects -- 25
Mobility -- 20
Pure damage -- 30
Crowd Control -- 25
Status effects -- 25
Mobility -- 20
Crowd Control Abilities
Knockdown -- 30
Posture down/Snare -- 30
Slow target movement -- 30
Other -- 10
Knockdown -- 30
Posture down/Snare -- 30
Slow target movement -- 30
Other -- 10
Status Effects
Bleeds --10
Delays -- 10
Wounds --20
Dizzy -- 25
Intimidate -- 05
Stun --20
Blind --10
Other Affects -- 00
Bleeds --10
Delays -- 10
Wounds --20
Dizzy -- 25
Intimidate -- 05
Stun --20
Blind --10
Other Affects -- 00
Defensive Abilities
Melee defense --20
Ranged defense --30
Counterattack --30
Status resists --20
Melee defense --20
Ranged defense --30
Counterattack --30
Status resists --20
Weapons
Damage --25
Damage --25
Speed --25
Armor piercing --25
Accuracy -- 25
Accuracy -- 25
Group Roles
Tank -- 00
Damage dealer --35
Crowd controller --35
Tank -- 00
Damage dealer --35
Crowd controller --35
Debuffer --30
Other -- 00
Other -- 00
AriasImmortal
Thu Feb 05, 2004 11:26 pm
#13
Offense-70
Defense-30
Single Target-60
AOE/Cone-40
Pure Damage-35
Crowd Control-25
Status Effects-25
Mobility-15
KD-50
Posture Down/Snare-10
Slow Target-40
Other-00
Bleeds-10
Delays-30
Wounds-00
Dizzy-30
Intimidate-00
Stun-10
Blind-20
Other-00
Melee-00
Ranged-30
Counter-40
Stat-30
Damage-30
Speed-30
AP-20
Accuracy-20
Tank-00
Damage Dealer-40
Crowd Control-30
Debuffer-30
Well, this was kinda hard for me to fill out, but it makes sense. With the in group roles, i don't see us as being tanks at all, more as a mix between the other 3, which makes us much more versatile (needed for solo and PvP play) than being majority one or the other. I consider us to be better as a mixed class, that can play multiple roles if needed.
Defense-30
Single Target-60
AOE/Cone-40
Pure Damage-35
Crowd Control-25
Status Effects-25
Mobility-15
KD-50
Posture Down/Snare-10
Slow Target-40
Other-00
Bleeds-10
Delays-30
Wounds-00
Dizzy-30
Intimidate-00
Stun-10
Blind-20
Other-00
Melee-00
Ranged-30
Counter-40
Stat-30
Damage-30
Speed-30
AP-20
Accuracy-20
Tank-00
Damage Dealer-40
Crowd Control-30
Debuffer-30
Well, this was kinda hard for me to fill out, but it makes sense. With the in group roles, i don't see us as being tanks at all, more as a mix between the other 3, which makes us much more versatile (needed for solo and PvP play) than being majority one or the other. I consider us to be better as a mixed class, that can play multiple roles if needed.
Message Edited by AriasImmortal on 02-05-2004 11:27 PM
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