Carbineer Archive

Thread: Combat Upgrade General Feedback

TAfirehawk
Mon Apr 11, 2005 6:17 am
#1



Please post your good/bad findings from playing the Combat Upgrade on TC from your general gameplay.

Message Edited by TAfirehawk on 04-11-2005 09:20 AM



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

StrikerNI
Mon Apr 11, 2005 8:53 am
#2

The only thing that really bothers me, is my con level vs the weapon I'm using.

If I master marksman, I'm 'level' 15. Then, if i want to go up brawler, I'm still level 15, and I have to fight ~level 15 mobs to get appropriate XP.



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StrikerNI
Mon Apr 11, 2005 8:56 am
#3



StrikerNI wrote:
The only thing that really bothers me, is my con level vs the weapon I'm using.

If I master marksman, I'm 'level' 15. Then, if i want to go up brawler, I'm still level 15, and I have to fight ~level 15 mobs to get appropriate XP.





Also, XP seems to be kinda low. If they're still tweaking it, thats fine. But it hasn't changed in a day or two like it did previously.

Ideal mobs don't give much more than 1k XP for me.



=-=-=-=
-Aefi Striker-
I've got a blaster at my side and a smile 12 parsecs wide...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Mild-Breeze-Trooper
Mon Apr 11, 2005 9:16 am
#4

It's not really a Carbineer thing (or rather it's not specifically a carbineer thing) but they either have to raise the Combat XP payout to 20% or they have to lower Combat XP costs if they won't raise overall Weapon XP payout.



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TAfirehawk
Mon Apr 11, 2005 9:23 am
#5






Mild-Breeze-Trooper wrote:
It's not really a Carbineer thing (or rather it's not specifically a carbineer thing) but they either have to raise the Combat XP payout to 20% or they have to lower Combat XP costs if they won't raise overall Weapon XP payout.





I have been furious in "other" forums about the low XP.....no changes so far but 99% of the feedback from the Devs on the CU comes in the public forums, not the Corr Forum now.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

KyiasLightsun
Mon Apr 11, 2005 10:00 am
#6

yeah, I agree with the above posts...

It seems the con level goes based on your overall skill set rather than the weapon you are wielding...really makes
for a long grind getting a second prof (which for me happens to be carbs)




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TAfirehawk
Mon Apr 11, 2005 11:19 am
#7

Well I have been playing in a 2-3 person group and the XP is much better....just a shame solo play is so penalized right now....


Actually XP is basically the same, just kills happen a lot faster



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

neinnunb
Mon Apr 11, 2005 1:40 pm
#8



StrikerNI wrote:
The only thing that really bothers me, is my con level vs the weapon I'm using.

If I master marksman, I'm 'level' 15. Then, if i want to go up brawler, I'm still level 15, and I have to fight ~level 15 mobs to get appropriate XP.




This is also a major sticking point for me. I would have to give the CU a failing grade if this mechanic was not fixed, and its a shame because I love everything else about the CU.



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SeanBlader
Thu Apr 21, 2005 7:51 pm
#9

I'm dissapointed in the fact that it looks like there won't be a lot of variety in weapons used. It'll be all level 54 weapons. I'm also dissapointed in the minimal range of target levels that are at the right level to bepossible and competitive.


Mostly though, it just doesn't seem interesting or fun when the challenge is in surviving against stuff that con's blue to you. I'd estimate there's easily 3 to 6 months of testing and balancing that's left to be done to get us to the level of fun that we currently enjoy on live.




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TAfirehawk
Thu Apr 21, 2005 8:30 pm
#10






SeanBlader wrote:

I'm dissapointed in the fact that it looks like there won't be a lot of variety in weapons used. It'll be all level 54 weapons. I'm also dissapointed in the minimal range of target levels that are at the right level to bepossible and competitive.


Mostly though, it just doesn't seem interesting or fun when the challenge is in surviving against stuff that con's blue to you. I'd estimate there's easily 3 to 6 months of testing and balancing that's left to be done to get us to the level of fun that we currently enjoy on live.






While a lot of work remains on the CU, I wouldn't call the snore-fest on LIVE fun either.....



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

menyou
Fri Apr 29, 2005 7:01 am
#11

Main general CU issue for me is the variable max attack values for mobs and the devs 'body guard' ideas which are unworkable. It also makes combat less fun as it leaves a VERY narrow band of viable targets for XP. Mobs need to be fixed level and fixed max damage - like the old system - not continuiously variable.




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cleekjc
Fri Apr 29, 2005 7:14 am
#12

Well after much bitching. moaning and crying on my part about carbineers getting screwed out of carbines I must admit it is not bad at all. I likey my laser carbines..............


And the fact I can use a T-21 is rather odd, but kinda cool Dont think I do as much damage with it though as with my laser carb but that is logical.......and as it should be


Over all I like the CU, I can run around on Dant and not have to cower in fear all the time........................


Carbines are still way too action intensive but seem to pack a good punch, I could handle lvl 60 queckners on dant with no problems (I am lvl 63MCH and some carbs so most ov mylvl rating came from MCH not carbs)and sadly after almost 2.5 years as a MCH I will be respec'ng to MBH. It is useless to me at this point beacuse I never used my pets as damage dealers they were exclusivly tanks, but that is just me.....My lvl 18 probe bot seems to be as much help as my lvl 54 TMBL.....


Yes overall my post CU expirence was posative and I like. However IMO it will be the final death nail in the MCH coffin........But MBH/Mcarbs/Pistols 0/4/0/4 is looking very ver nice. 2 KD attacks a disarm and a root not to mention a bleed and blind and once they fix supression fire........ very nice indeed....


Envoy3113
Fri Apr 29, 2005 7:42 am
#13

PvE is all off base, mobs that you shouldn't be taking in numbers are easily soloable and other mobs will run you down and incap you. IE people can solo canyon krayts but are getting killed by wildlife missions pulled off a terminal. A faction mission will chew you up and spit you out but I can solo a spawn of NS with no sweat.


Long term, would be nice to see a device where weapons can be upgraded, throughhigh level components (perfect for space resources) that would up the level req to other weapons as well as effectiveness. The EE3 for example looks killer, if there was a means to bump up the level with rare parts it would provide a greater spread of weapons to be used.


Supression fire. /shrug


Have yet to deal with properly CU crafted weapons, waiting on an order, but I can effectively default down to a ranged shot and still win a duel...matter of fact...It almost negates the usage of any other damage specials due to the high ham costs. When I'm sitting at a 440dps with speed mods the extra damage of rapidfire is marginalized by the no cost low teir special and the damage difference is made up for by the speed in which it fires. Just musing from a duel I had last night, there were certainly other factors but I would have lost had I not just rode out with ranged shot, even intimed it seemed to do more damage than alternating my high damage sets.



There comes a time in every mans life when 86 years is just too damn long...
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