Carbineer Archive

Thread: Hey SOJ, What did you tell the devs?

SWBarker12
Mon Oct 06, 2003 8:13 am
#1

I heard on some other posts that each correspondent was supposed to submit their number one problem, and this wasa while ago I know, but what did you submit?




Nerf Jedi

Player Character Jedi=The Downfall of SWG

**Edited by Jeassa on 06-22-04**

SOJ
Mon Oct 06, 2003 11:35 am
#2

Yes, it was quite a while ago. However, I went after the specials as I believe they could use some work.
Quaryn
Mon Oct 06, 2003 10:48 pm
#3

I really think HAM costs and carbine speed are the biggest issues.



-Wilock
Blue Man Mining resource vendor at 2590 4826 in Cavalieri Neri, Naboo
SOJ
Tue Oct 07, 2003 5:43 am
#4

Carbine HAM was announced to be adressed. As for Carbine Speed, I think that's something that is going to be touched upon a few times with the Devs. Especially since they probably won't do anything for it until they decide wether or not they want hardcaps or not.
Tharryth
Tue Oct 07, 2003 9:22 am
#5

To me. The HAM cost arn't much of a problem. You have to know when to heal (yes I'ma novice medic used to be a master) yourself or to have the Medic/s in your group heal you. Usually the fist thing I attack is fine. After several Charge Shots, Action shots etc, I'm down less then half, about 1/3, By the 2nd creature I need to pop up from prone and heal 1-2 times between shots then I go prone and rapid fire again. It's all about the stat migration (all action pools maxed), knowing how much to use teh specials and timely healing. My big problem is the specials not working. HAM can be gotten around easily. Broken skills can't. It's not like "Hey take this spice and your LegShot3 will work!". But hey I can use spice (I really don't) Get buffed (the best for long hauls) and heal myself )the most common).



Just my 4 creds (hey inflation baby)


Tharr





----
3 Year Vet, still tugging along.
Aram1
Tue Oct 07, 2003 9:34 am
#6

The fact that the HAM bug can be dealt with doesnt negate the fact that it is a serious bug with our profession.


I dont like the trend of carbineers who have picked up medical skills(and Im a master doctor pretty much too) trying to pass off our HAM usage as "not a problem". It is the most serious flaw with this profession currently, in my opinion.


Medical skills should be beneficial, not a requirement. As well, our HAM costs are not in-line with similar professions(rifleman, pistoleers). We should be somewhere in between their HAM costs, roughly, since our guns are somewhere in between them as far as speed/damage go.


Currently we rank up there with melee professions as far as HAM costs go.


I think we need to continue to strive for getting the HAM bug fixed. What does it matter if our new skills work when we take a huge chunk of our own life to use them?

Yeti4U
Tue Oct 07, 2003 5:08 pm
#7

Hrmm. Carbineer doesn't have one fix in this next publish, so I doubt he told them anything.
Seph_Iroth
Tue Oct 07, 2003 5:15 pm
#8

carbine speed? carbine SPEED?! WHAT IS WRONG WITHY YOU?


i have a carbine i shoot at 1.1 is that slow enough to need adressing? no


do you have to be master carbinierto shootit below 1.5? no





Y || Seph || Y
Yippy! Just the thought makes me giggle like a little school girl.
I hear the horses' thunder down in the valley below,
Im waiting for the angles of Avalon, Im waiting for the eastern glow.
Kaffis
Tue Oct 07, 2003 6:11 pm
#9






Seph_Iroth wrote:

carbine speed? carbine SPEED?! WHAT IS WRONG WITHY YOU?


i have a carbine i shoot at 1.1 is that slow enough to need adressing? no


do you have to be master carbinierto shootit below 1.5? no







Can a BH/Carbineer set himself up to shoot any carbine, with any special at 1 second? Yes. Can a master carbineer come anywhere near that with, say, crippling shot? Hell no. This is why speed is a problem.
Leomi
Tue Oct 07, 2003 7:08 pm
#10

I really think that the HAM costs are more important than the Specials actually. Many people willl agree with me, and sadly, I doubt that SOJ got noticed (or he didn't tell them), because Carbineers are sadly left out in this Monthly Update that is on the Test Center as of now. /sarcasm Tis a terrible thing to fix Carbineers. /endsarcasm






Leomi
Community Leader
Playing since Launch Day.
SWBarker12
Tue Oct 07, 2003 8:25 pm
#11






Tharryth wrote:

To me. The HAM cost arn't much of a problem. You have to know when to heal (yes I'ma novice medic used to be a master) yourself or to have the Medic/s in your group heal you. Usually the fist thing I attack is fine. After several Charge Shots, Action shots etc, I'm down less then half, about 1/3, By the 2nd creature I need to pop up from prone and heal 1-2 times between shots then I go prone and rapid fire again. It's all about the stat migration (all action pools maxed), knowing how much to use teh specials and timely healing. My big problem is the specials not working. HAM can be gotten around easily. Broken skills can't. It's not like "Hey take this spice and your LegShot3 will work!". But hey I can use spice (I really don't) Get buffed (the best for long hauls) and heal myself )the most common).



Just my 4 creds (hey inflation baby)


Tharr







Sorry but I thought carbineer only took marksman prerequistes, I never agreed that I had to bea medic too, after all no other classes NEED to be medics to balance HAM costs, thats right, I said it, other professions acutally have their damage done by the opponent, NO IM NOT KIDDING, I thought everybody was killed by HAM costs, hmm, too bad, well at least we can spam KD, oh wait they nerfed us




Nerf Jedi

Player Character Jedi=The Downfall of SWG

**Edited by Jeassa on 06-22-04**

SWBarker12
Tue Oct 07, 2003 8:28 pm
#12






SOJ wrote:
Yes, it was quite a while ago. However, I went after the specials as I believe they could use some work.




I know its a long time ago, but seriously, has anything about us changed, besides the nerf of course.




Nerf Jedi

Player Character Jedi=The Downfall of SWG

**Edited by Jeassa on 06-22-04**

SOJ
Tue Oct 07, 2003 9:12 pm
#13

The Devs have already mentioned a HAM problem with carbines and mentioned about fixing it.


As for the changes on the test center. I have already stated this in a previous thread. You won't be finding any major combat changes in the patch on the Test Center. The combat changes there are basically changes that were already announced before (smuggler, the KD changes that we should have gotten already, the old T21 changes, etc..). I wish I could wave a magic wand and fix up everything on the carbineer, but I can't do that. And like I said before, I think that major combat updates may be coming on the next major publish. If you read the TC notes, you will find that the professions addressed are mainly the crafting ones (armorsmith, weaponsmith, tailor, bio-engineer). That is not to say that they're completely fixed because no profession will probably be completely fixed, atleast for some time.


The thing is, I'm sure they are aware of each classes top issues and I'm sure that fixes are on the way. However, any real combat changes don't seem to be showing up on the Test Center. My guess is that they will be there next. That's what I can hope for and push for.

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