Carbineer Archive

Thread: How to easily fix Elite Carbine

Kiyoshi2002
Mon Oct 06, 2003 5:43 am
#1

Purpose: To make the Elite Carbine both a unique and effective weapon.


Very simple. Keep the stats how they are, including AP1, and change the damage type from energy to cold. There are only two known weapons that deal cold damage as of this post. They include the Cyroban Grenade and the SG82 Rifle. There are many creatures and npcs that are vulnerable to cold damage but there are few weapons to effectively damage them.


Example: Various types of quenkers on Dantooine have 5-9k HAM, AR1, and 40% resistance to all damage types (including stun)but arevulnerable to cold. In this situation, the Elite Carbine would be the weapon of choice over the Laser Carbine and would be superior to use over a limited supply of C-Grenades (provided you have a Commando with you who is certified to use them).


Also, several Rebel and Imperial npc typesare resistant to energy but have cold vulnerability. Simply examine them to find out which are better to damage with cold than energy.


Thiswould a better choice rather than to make the Elite Carbine an upgraded version of the Laser Carbine. It widens the Carbineer's variety of damage types and prevents the Laser Carbine from becoming obsolete. Pistoleers get weapons that deal energy, kinetic, heat, acid, and stun damage. With this fix, Carbineers will be able to deal damage through energyAP2, heat, acid, and nowcold with AP1.


Someone may ask why not have the Elite Carbine use blast or electricity damage instead? Simply because for the sake of balance, these damage types should be unique to Commandos and Bounty Hunters respectively. Cold damage has long been a neglected type that Carbineers can take exclusive advantage of.


It is a generally easy fix. Change the damage type to cold and usethe sameblue blaster boltand sound effect theSG82 Rifle uses. Now the Elite Carbine can be effective in combat as well as a unique weapon for the Carbineer.




IGN - Kiyoshi (Corbantis), Philbert (Eclipse), Skeed (Kauri)

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itneverstops
Mon Oct 06, 2003 7:41 am
#2

it also needs a damage raise. I'm tired of our primary all around weapon being shared with newbie marksmen and bounty hunters. I want elite carbine to be our bread and butter.



--
Chargle Chags, Master Carbineer, Novice Musician
Flans Floobis, retired
Wow!! Now with flesh-eating bacteria in every box!

Cowboy, take me away to Jedihood
Indicant
Mon Oct 06, 2003 1:32 pm
#3

I would suggest leaving damage and damage type alone and making it AR3. No reason it should do less damage, have the same damage type, and have a lesser AR rating than the marksman tree laser carbine.


Another way would be to set it at AR2 as per the laser, give it the same max damage as the laser, and let it keep it's current minimum damage superiority over the laser.


Whatever they do there needs to be at least one weapon upgrade to look forward to in the carbineer tre.

raider7734
Mon Oct 06, 2003 2:38 pm
#4






Kiyoshi2002 wrote:

Someone may ask why not have the Elite Carbine use blast or electricity damage instead? Simply because for the sake of balance, these damage types should be unique to Commandos and Bounty Hunters respectively.





Just wanted to point out thatcommandos aren'tthe only ones doing blast damage -look at the swordsman'selite weapon, the powerhammer, whichhitsnearly 2x as hard as anything else they have and is AP2 blast.


Anyway, a carbine called the Elite needs to be AP2 and do more damage than the laser, or itdoesn't deserve its name. Just my opinion. Adifferent damage type would be great, too - I'd be happy with cold.





----------
IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
RoyceCattemara
Tue Oct 07, 2003 8:11 am
#5

I would buy an elite if it had another type of damage. If it did cold damage and everything else was the same, I'd be happy to purchase one. You'll never see an AP3 weapon, just as pistol will never see an AP2 weapon.


Pistol gets AP1 max, we get AP2 max, rifle gets AP3 max. Don't understand why it's that way, really, but I suppose it would make sense. If pistoleers were firing AP3 weapons at the speed they fire, we'd have a game with all pistoleers. I suppose the AP3 is an attempt to make up for the speed differences. Of course, when you have a FWG5 being created and sliced for 360 max dmg and 1.9 speed, that kinda just throws our AP2 to the wind...

Indicant
Tue Oct 07, 2003 8:57 am
#6

Various classes share weapon damage types and damage maximums in close proximity across various weapons, I don't see AR3 as being an impossibility. I'm not going to hold my breath though.
WTS
Tue Oct 07, 2003 9:20 am
#7

i like the original idea of making elite do cold damage with the pretty blue tracers but keeping everything else the same. :-)

most of the other suggestions simply make the laser carbine obsolete. i would like for there to be more choices. ar3, high max and high min, high speed... all those things point to having the elite be the only gun necessary. with the other improvements suggested you can go ahead and throw away your laser, drx6 and ee3. i don't think that is balanced or the way the devs intend things to be....

elite doing cold fits very well. we can even go a step further and give the e11 kinentic damage or something. then we'd all be juggling around 5 carbines... hehe



Arandis
Master Smuggler (Imperial FP for 125 credits each)
Agathon
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Vendors at -3979 3643 Naboo, outside Theed

Indicant
Tue Oct 07, 2003 10:36 am
#8

That's a good point. Maybe you could argue that since we lost the class defining kd/pc arsenal that we could replace it with high weapon versatility as a tradeoff. It's also a good point because it highlights the fact that the way things are now the laser carbine makes the elite carbine obsolete before you ever even get your certification.


On the other side though, look at the ee3 and the dxr6. They are still barely useful despite their alternate damage types. The laser just simply puts out more damage over time on a consistent basis due to it's AP and damage maximum. Do we want to end up with another dusty weapon that only gets pulled out in 5-10% of all possible situations? I guess this would really depend on how many creatures out there have a cold vulnerability and how intense the average vulnerability is.

SkyyZeRo
Tue Oct 07, 2003 12:11 pm
#9






Kiyoshi2002 wrote:

Purpose: To make the Elite Carbine both a unique and effective weapon.


Very simple. Keep the stats how they are, including AP1, and change the damage type from energy to cold. There are only two known weapons that deal cold damage as of this post. They include the Cyroban Grenade and the SG82 Rifle. There are many creatures and npcs that are vulnerable to cold damage but there are few weapons to effectively damage them.


Example: Various types of quenkers on Dantooine have 5-9k HAM, AR1, and 40% resistance to all damage types (including stun)but arevulnerable to cold. In this situation, the Elite Carbine would be the weapon of choice over the Laser Carbine and would be superior to use over a limited supply of C-Grenades (provided you have a Commando with you who is certified to use them).


Also, several Rebel and Imperial npc typesare resistant to energy but have cold vulnerability. Simply examine them to find out which are better to damage with cold than energy.


Thiswould a better choice rather than to make the Elite Carbine an upgraded version of the Laser Carbine. It widens the Carbineer's variety of damage types and prevents the Laser Carbine from becoming obsolete. Pistoleers get weapons that deal energy, kinetic, heat, acid, and stun damage. With this fix, Carbineers will be able to deal damage through energyAP2, heat, acid, and nowcold with AP1.


Someone may ask why not have the Elite Carbine use blast or electricity damage instead? Simply because for the sake of balance, these damage types should be unique to Commandos and Bounty Hunters respectively. Cold damage has long been a neglected type that Carbineers can take exclusive advantage of.


It is a generally easy fix. Change the damage type to cold and usethe sameblue blaster boltand sound effect theSG82 Rifle uses. Now the Elite Carbine can be effective in combat as well as a unique weapon for the Carbineer.





Are Effectiveness and Resistance the same??? 1st time I've ever heard of it.... savage quenkers are AR1 and Effective 40% all I think.... someone clue me in.
Legan_Spidz
Wed Oct 08, 2003 12:19 pm
#10

I think it was said before the problem with the upper carbines is theyre made with PLumbum iron and plumbum iron for some reason which i forget , in beta was decided to not make it a great material so any weapon made with plumbum iron generaly sucks so if they replaced plumbum iron with another material youd see better weapons any weaponsmiths back me up on this?
Odwyn
Wed Oct 08, 2003 3:29 pm
#11



RoyceCattemara wrote:
You'll never see an AP3 weapon, just as pistol will never see an AP2 weapon.





heh wrong.. the T21 is now an AP3 weapon. We are so unloved. At least acording to the update notes.



----------------
Talious Tobanis, Jack of All Trades, Valcyn
Avihog, Geneticist, Valcyn
Kibnib
Wed Oct 08, 2003 3:31 pm
#12

dream on!
RoyceCattemara
Thu Oct 09, 2003 9:24 pm
#13

Odwyn. You as in carbineers. T21 has been an AP3 weapon. Pistol gets AP 1, we get AP 2, rifle gets AP3. I think it's some attempt to make up for speed, but it's not a very good one.
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