Carbineer Archive
Thread: I feel as if carbineer is the worst profession of the marksman tree...
I'm just trying to get my hopes up, don't expect anything.
Message Edited by Magnitude on 08-02-2005 08:40 PM
McRibs wrote:
Carbineer ftw. The snare and kd is uber.
QFE
My guildies know who to call when they need a ranged damage dealer, and its not the riflemen. I dont deal out as much damage as a rifleman per single shot, but I fire 2 x faster without running out of action. I cant do a cone KD but chargeshot is the best ranged KD, supression fire is a cone snare, and cripple shot is a very effective single snare.
I do admit that I have improved stopping shot from the pistols prof. but I rarely use it anymore.
I believe Carbineer is probably the most well rounded range profession.
But I am biased about being a carbineer, I have been one since very early in the game.
Magnitude wrote:
Don't get me wrong, I love this profession also, but given specials AND armor types, I FEEL as if we have it the worst, not that we're bad, but we could use a little tweaking, not a revamp.
um rifleman and pistoleer only get recon armor, carbineers get Battle which is better and more balanced, as for dmg, yes the carbineer may not have the best frontload dmg but they do have the best sustained dmg and area ranged damage, combine that with rifle and a sac PUp and you have a kick ass machine
a group of rifleman maybe able to kill a sing mob faster then a group of carbineers, but the groups a carbineers can take out an enitre group of mobs while the rifleman are stuck having to take them out 1 at a time
ChefVomit wrote:
A profession is only one small part of a complete template. Comparing professions is not a very effective way to determine worth. I would suggest comparing templates instead. Rifleman can hit from the greatest distance, carbineers can deal incredible damage, and pistoleers get great skill mods and the root ability. But the real power of all of these professions doesnt show up until you combine it with another profession. You can find problems with all the ranged professions.
As it stands, Carbineers have it pretty damn good. I guess I dont feel we need a revamp. Oh there are some things that I think could be tweaked, but nothing gamebreaking at the moment.
/agree
Carbineers have it pretty damn good right now.
I was over here checking out your forums as I may grind up Carbineer and after reading this post I justhad to chime in.
As a long term rifleman I read this and actually laughed out loud!![]()
Pre-cu rifleman were pretty uber. Post-cu we are certainly not. Of rifleman, carbineer, pistols, I certainly have observed that carbineer now has the best combination of damage/speed/specials of the 3.
Rifleman benefits: highest damage ranged weapons (1,184 ALR cap); best ranged damage shot; longest range in game at 65m.
Rifleman shortcomings: highest damage= most hate generated (you take a lot more damage in groups); highest damage ranged weapon is typically much slower than a nice carbine which does just over 100 less damage but fires over 1.5 times as fast; best ranged shot requires you to be prone and takes forever to load up; longest range in game is only useful for 1 or 2 shots..then most NPC's or critters close with you since your specials all suck; snare shot reduces movement by 10% which is typically your speed when having a rifle equipped....once something is on you there is no way to out-run it (no KD, no Root); with a SAC min of 82 most rifleman end up waiting around for their action bar to regen (or your forced to use SAC pups).
Don't get me wrong, I am not complaining as I love being a rifleman and always will be one. But the "grass is always greener" certainly does apply......I think carbineer is a step above rifleman and pistoleer. Rifleman and pistoleer can battle it out for second best....although from a pure usefulness standpoint the root shot pistoleers get is mighty nice.
I have been a rifleman/ranger for a long time....I have recently gotten disgruntled with ranger and plan to drop it. I need to pick up either carbineer or CM (I have over $30 million in ADK's and $50 million in rifle/ranged AA's in my RIS Battle Armor....which I can't wear once I drop Ranger unless I pick up another prof with Battle......yup, dummy me when I set that up thinking my rifleman allowed me to wear the battle armor, not being a Ranger!!). Anyway, as a Master Rifleman/Master Carbineer, 0403 in Pistoleer (what I plan to regrind too)....I can wear my battle armor and have some pretty amazing shots/weapons/mods to utilize......but time will tell.
And imo Carbineer is the best ranged profession. Better than rifleman. Better than Pistoleer. Better than Bounty Hunter. Better than smuggler. Better than Commando. Better than Squad Leader. Better than Ranger. Better than Creature Handler. And wile on its own not more powerfull than Jedi...More fun.
But thats just what i think. The great thing is you dont have to agree with anything i say :0)
Better then pistoleer?
OK I buy it, SAC's not killer, Damage is good, and so is speed + Your wonderful snare and KD and legshot wich has a higher damage multiplyer then head shot......
Magnitude wrote:
Don't get me wrong, I love this profession also, but given specials AND armor types, I FEEL as if we have it the worst, not that we're bad, but we could use a little tweaking, not a revamp.
Carbineer by itself is balanced and very good at the same time.
+ Range is in the medium between Pistols and Rifles.
+ SAC is in the medium also. Far, FAR, FAR better than Rifles and Hvy Weapons.
+ Damage stats on Carbines isn't as high as Rifles, however, Carbineers attack faster without draining the Action Pool dry after a handful of shots. Remember, Rifleman with Sniper Shot can deal TREMENDOUS damage initially or once in a while. Carbineers can deal out STEADY damage... applying constant pressure.
+ Very effective KD
+ The best single-target Snare among all the ranged professions.
+ Battle Armor certification. IMO, Battle Armor is simply the best armor available. Good resist all around (but not high) and no weaknesses.
+ Respectable Speed.
+ The best area attacks... Impr.Full Auto Area for damage, Adv.Suppression Fire for an area Snare. Not only that, but the areas covered are much wider than Fan Shot or Spray Shot, both of which are only damage area attacks.
+ Improved Leg Shot and Adv.Rapid Fire provide alternating damage specials at respectable damage... all within ONE profession.
+ Carbines look d**n good still.
+ How else can an Imperial be a Stormtrooper with an E11 Mk.II unless he's a Master Carbineer?
Weaknesses...
- ...
- Not as much range as Rifleman (DXR6b sucks). Not a complaint for me, however.
- ...
- No Roots.
Simply put, I can't place too many things wrong with Carbineer in the CU era of SWG. No, it isn't the "niche" profession like it was in the Pre-CU days, but one has to admit, Carbineer came off intact and functioning right out of the gates of the Combat Upgrade. It is a solid, reliable profession that can be used in a variety of circumstances.
xDiggerx wrote:I was over here checking out your forums as I may grind up Carbineer and after reading this post I just had to chime in.
As a long term rifleman I read this and actually laughed out loud!
Pre-cu rifleman were pretty uber. Post-cu we are certainly not. Of rifleman, carbineer, pistols, I certainly have observed that carbineer now has the best combination of damage/speed/specials of the 3.
Rifleman benefits: highest damage ranged weapons (1,184 ALR cap); best ranged damage shot; longest range in game at 65m.
Rifleman shortcomings: highest damage= most hate generated (you take a lot more damage in groups); highest damage ranged weapon is typically much slower than a nice carbine which does just over 100 less damage but fires over 1.5 times as fast; best ranged shot requires you to be prone and takes forever to load up; longest range in game is only useful for 1 or 2 shots..then most NPC's or critters close with you since your specials all suck; snare shot reduces movement by 10% which is typically your speed when having a rifle equipped....once something is on you there is no way to out-run it (no KD, no Root); with a SAC min of 82 most rifleman end up waiting around for their action bar to regen (or your forced to use SAC pups).
Don't get me wrong, I am not complaining as I love being a rifleman and always will be one. But the "grass is always greener" certainly does apply......I think carbineer is a step above rifleman and pistoleer. Rifleman and pistoleer can battle it out for second best....although from a pure usefulness standpoint the root shot pistoleers get is mighty nice.
I have been a rifleman/ranger for a long time....I have recently gotten disgruntled with ranger and plan to drop it. I need to pick up either carbineer or CM (I have over $30 million in ADK's and $50 million in rifle/ranged AA's in my RIS Battle Armor....which I can't wear once I drop Ranger unless I pick up another prof with Battle......yup, dummy me when I set that up thinking my rifleman allowed me to wear the battle armor, not being a Ranger!!). Anyway, as a Master Rifleman/Master Carbineer, 0403 in Pistoleer (what I plan to regrind too)....I can wear my battle armor and have some pretty amazing shots/weapons/mods to utilize......but time will tell.
Your points are right on the mark.
There are a number of Pre-CU Rifleman that can't get the idea that Rifleman currently is nowhere near the same like in the Old Days. Firstly, as you stated, Rifleman was hands down the only working Ranged Profession that people feared consistently.
I also say this: For those players who can't get past the days of Speed Capped Attacks with the highest damage ratings... Rifleman isn't for you. The Old Days are done.
My current template is close to what you intend to get to. I returned to Master Marksman, Master Rifleman, Master Carbineer, Pistoleer 0434. Most fun I've had with the templates I've tried that suit my style.