Carbineer Archive
Thread: Publish 20 Issues
TAfirehawk wrote:
and there are always some changes that don't make the patch notes
You are safe saying we want a Cone Effect KD.....that can't be stealth fixed because it would have to be a totally new special, or possibly totally change a useless one like Scatter Shot.
And no I don't get told about any stealth fixes unless they are from exploits or something like that.....my statement was a general one ![]()
You are safe saying we want a Cone Effect KD.....that can't be stealth fixed because it would have to be a totally new special, or possibly totally change a useless one like Scatter Shot.
Hmm... i would've chosen rapid fire to be called useless. Effective damage seems to be the same, action use a tiny bit higher than scatter shot, either of them can fill in the delay between two legshots.
Sylow wrote:
You are safe saying we want a Cone Effect KD.....that can't be stealth fixed because it would have to be a totally new special, or possibly totally change a useless one like Scatter Shot.
Hmm... i would've chosen rapid fire to be called useless. Effective damage seems to be the same, action use a tiny bit higher than scatter shot, either of them can fill in the delay between two legshots.
Scatter Shot is totally useless because it was never fixed once the HAM system got changed....I can tell you the Health only system was implemented VERY LATE in the CU design/testing stage and thus multi-pool hitting Specials got screwed.....
Yes I know it works as a damage attack alternating with Leg Shot, but that is NOT its intended purpose.......but I can't say it even has a purpose now in the current HAM system either.
My personal take.....Suppression Fire should be a Cone KD (Charge Shot single KD) and Scatter Shot a Cone Snare (Crippling Shot single Snare) to give Carbineer the proper Crowd Control Abilities AS STATED IN THE CU DOCS. And yes I have been screaming this to the Devs directly (not this specific but more generalized)since BEFORE the CU even hit Beta ![]()
Scatter Shot is totally useless because it was never fixed once the HAM system got changed....I can tell you the Health only system was implemented VERY LATE in the CU design/testing stage and thus multi-pool hitting Specials got screwed.....
Scatter shot also has a small role as "armour hole seeker" on the cyberarm-guys. Not utterly mighty, as you need some luck to really hit the arms, but better than any other special we have for that. I know that the current HAM system was a late addition and that Scatter Shot got a bad blow by that. I just want to point out that there are some (even if few) situations where it has it's advantage.
Yes I know it works as a damage attack alternating with Leg Shot, but that is NOT its intended purpose.......but I can't say it even has a purpose now in the current HAM system either.
Speak of intended purpose... i think that many things in the new system are way off from the intended purpose. (Fanfest reports confirmed that... according to all i've read, the Devs were more than once surprised how the abilities and classes are actually used and how far that differed from what they intended them to be used for...)
When things get adjusted so they work best when used in the intended way, great to hear. Until then, people will always gravitate towards the more effective way and ignore the intended purpose.
My personal take.....Suppression Fire should be a Cone KD (Charge Shot single KD) and Scatter Shot a Cone Snare (Crippling Shot single Snare) to give Carbineer the proper Crowd Control Abilities AS STATED IN THE CU DOCS. And yes I have been screaming this to the Devs directly (not this specific but more generalized)since BEFORE the CU even hit Beta![]()
I'd sign that right away.
Based on the names of the specials, i'd say that scatter shot is the cone knockdown and suppression fire stays like it is, but then the specials would have to be moved around in the trees to actually make sense, so i think that all in all, your suggestion is the better one. (Anyways, if you manage to make that happen, PM me your postal adress and i'll send you a sixpack of beer... *grin*)
And Rapid Fire needs fixed but honestly it fits nicely with Leg Shot as is and we don't want to get more damage in Carbineer as we are already borderline infringing on Rifleman IMO.
I'm not complaining about it, it sure does the job. Just stating that i personally do better (orimagine to do better)with legshot-scattershot than with legshot-rapid fire. And i also agree, Carbineer currently is mediocre at best in terms of crowd control but is able to dish out some serious pain...
Sylow wrote:
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Anyways, if you manage to make that happen, PM me your postal adress and i'll send you a sixpack of beer... *grin*
...
Make that two sixpacks and dont forget, it will be german beer.
As far as I know they advertise BECK's (which is made about 45km from my place) in the US with:
What the german do best!
Message Edited by xavier1937 on 07-20-2005 02:01 PM
TAfirehawk wrote:
The Weapon Examine Window doesn't mean diddly so if you want to say mods aren't working, then provide TEST DATA.....and be sure the Cooldown/Cycle Timer Cap isn't limiting your test too.
Yes I understand that, but isn't the examine window a bug in itself then? It worked before pub 20..
Message Edited by xavier1937 on 07-20-2005 02:03 PM