Carbineer Archive
Thread: Advantages and Disadvantages
good question ![]()
Advantage:
- Carbine is a weapon for the tactical type, it's a very interesting profession
- Virtually all skills are worth something
- Carbine is very nice in PVE
- Adverage Carbines on not that expensive
- Every type of carbines are usefull... DH17 to laser carbines... they all have a very important role.
- They are indeed unique to all combat professions
- Carbine will own anyone that doesn't wear armor. ((cripple shot seems to hit the unarmored spots on someone)
Disavantages:
- Ham cost is extremely high
- As a master, your speed is less then acceptable
- our Damage output is not always good... We do require better damage.
- A carbine requires alot of practice... It's the only weapon we cannot consider a spam weapon, you must learn to use the right moves at the right time.
- We lack in many damage types... Aka Stun damage.
- Most of our moves are random and that is a very bad thing.
Advantages:
- Carbineer requires some skill to use effectively as we are not a profession that can afford to spam one attack, for the most part
- All of our specials but maybe one or two have a useful purpose
- As there isn't a crazed demand for the weapons we can usually find good ones for lower prices
Disadvantages:
- Ham cost is painfully high
- Our weapons dish out threevery common damage types that are resisted quite well by most armor
- Our damage needs to be upped if we are to be effective at PvP... (Maybe just on the "crowd control" specials, as that is our forte)
- Our highest level action targetting special is currently broken, meaning we have to resort to using random pool specials 90% of the time
1. Flexibility in combat. Carbineers if experienced and know what their specials do can compete in pvp but have to think more as a result of the carbineer "style".
2. Medium fire rate, medium damage.
3. Hitting Multiple targets with multiple damage multiplyers and states. (this is our main advantage and the fun part of being a carbineer)
The Disadvantages of being a carbineer.
1. only 3 damage types. this is a huge huge huge huge insanely frustrating thing. also since most armor and higher end mobs have resist to all damages this can be a huge downfall. this problem can make our whole combat aspect pretty pathetic.
2. Very low defenses.
3. counterattack our main defense is bunked.
4. our forte of crowd control and state control can be done with differant templates much more proficient. (aka rifleman with ion jawa, tk, heavy swordsman etc etc...
5. no reward at master
6.for a "Master Carbineer!" very low speed, very low damage and very low defenses.
7. (to me the carbineer should be very elite agile quick. they should move in an area hit the targets fast with damage and states and then move out and let the rifleman and other classes deal the damage and let them deal the final db. But they should still be lethal in 1v1/pvp/dueling. just look at their titles (mercenary, assaulter, marauder, infiltrator)
10000. some fixes that may help. Increase speed by at least +10 give us some better state defenses or fix counterattack. give us a differant damage type then the 3 that are most commonly bypassed by armor or food. our highest damaging shot can be reduced to a pathetic shrug by just some armor and food. We are the masters of the carbines. we should be able to spank someone in combat if we try. (please no flaming i am aware of armor food buffs and uber weapons krayt tissues and tons of skill tapes however i do believe that the issues mentioned above still apply.)
- every special has a specific and needed use, negating legshot3.
- area-of-effect specials result in good crowd control when used properly.
- not overpowered, not underpowered.
- every single pvp kill feels like winning a grammy.
disadvantages:
- current composite resists own us.
- i want to say our master speed mod but i'd like to think that we're the ones that are at the correct speeds and everyone else is too fast.
- the elite is hardly a 'master' weapon, even though it's supposed to be. other than that i like our choices of weaponry.
- Cool Titles
- Laser Carbine is best- "all around weapon"
- Status effects are key for Player vs Player, Player vs Environment
- Specials are working and effective
- Best Message Board. =P
Disadvantages
- Lowest speed of any ranged class
- Vanilla HAM hits (making PvP ineffective)
- Fewest damage types of any ranged class
- Fewest weapon selection of important guns (it's basically Krayt DH17, vs Laser Carbine vs Elite only) (pistols have Scout, FWG, Geo, Scatter (BH) LP (Commando) and the new DE-10 as *elite guns*) Rifles have (Laser Rifle, T-21, Disruptor, Jawa, Berzerker, coming Lithanium...)
- Damage styles can't penetrate the 80% and up armor in PvP
- No Defenses important enough to mention
- Counterattack is messed up
- Landing status effects in PvP is not possible against the popular FOTM templates
- There is little *show* to even become a Carbineer. Why would new players want to be Carbineers when rifleman are so effective?
Quite simply Carbineer's best Advantage is the Correspondent ![]()
After that it is all good, WE LOVE NOVA!!!!
And I don't really see much that hasn't already been covered by at least one of these very fine posts above me here.....job well done ![]()
Pretty much all is already said but here is my list:
Advantages
- Awesome titles. Perhaps best in the game
- One of the most solid weapons: Laser Carbine
- Strong attack: Crippling shot
- Good grouping profession. Lots of helpful attack
- State attacks. Very important both in PvE and PvP
- Strong in PvE
Disadvantages
- High HAM costs
- Lacking damage types (cold, stun)
- Lacking single HAM bar attack, making us very bad in PvP
- Overall bad in PvP
- Little reward at Master level
- Lacking speed bonuses
Advantages:
1) Excellentvarietyof specials with equally great utility.
2) Very powerful in PvE.
Advantages:
Pretty much what everyone else has said.
Disadvantages:
Once again, what everyone else has said but also:
Inability to particpate in high level content against nightsisters with resistances generally 100% with medium armor to energy, acid and head. Making all of our weapons useless.
Advantages:
- Area Blind.
- Area KD and area posture down....that's the end of the advantages.
Disadvandages
- Laughable damage output
- Lack of speed
- No special at master
- Most AE states accomplished much better with rifleman (stun and dizzy)
- Lack of carbine variety
- Limited damage types
- State effects are not applied to high end mobs (which typically have really high resists to our damage) removing any distinction or contribution to high end content
- Insane HAM costs
- Simply not effective in solo pvp or pve.
I recently dropped master carbine (still 0-4-4-4 though but with master rifleman)because I got sick of the crap damage output and how the devs straight up said "no new carbines." I found that when I was a master carbine with 4-0-0-4 rifle I relied far more on my rifle abilities to do any real damage in pvp.
I'm with this one too. it seems that anything with a CL over 30 is immune. I don't know if its just us though. The only State I've seen on a Krayt is intimidate, and I'll assume its being done by folks with a lot of BE clothing. With high-end NS being immune to our damage types, and our states, we do seem to run into a "Carbineer Go Home" theme on high-end mobs.
Achilles467 wrote:
Disadvandages
- State effects are not applied to high end mobs (which typically have really high resists to our damage) removing any distinction or contribution to high end content