Carbineer Archive
Thread: Combat Upgrade: Consolidated List of Issues for Carbineers OLD
Message Edited by TAfirehawk on 04-30-2005 09:10 AM
Message Edited by weaponmaster88 on 04-24-2005 08:29 AM
- Suppression Fire simply doesn't work. Additionally it has a very small cone area (30º?)
- Little to no class distinction. We have one low damage single targetKD special, one very low damage single targetSnare special, one medium damage cone attack, and one broken cone attack that we're not sure what it's supposed to do.Everything else isgeneric.How are carbineer's expected to fill the role of crowd control/AoE damage with such a limited arsenal of abilities?
- More to come

* Elite carbine has identical stats to the E11 Carbine mkII, is a master level weapon, but does not require a master level certification, as the E11 mkII does. Seems like it should
* Hopefully already in the works, but doesn't hurt to remind: the laser carbine certification needs to be changed from CL22 to CL50.
- Suppression fire (last I checked) still didn't do the -rooted- status effect it's designed to do.
- SuppressionFire in all its forms is very low Damage with no Crowd Control States
- FullAutoArea is only working Cone Effect Special - ONE Special does NOT fulfill a Carbineer's Primary or Secondary Roles as listed in the CU Docs
- ChargeShot no longer has version with Cone KD - this should be added to fulfill our new roles
- Existing E11 conversion is broken, nothing converts to the E11 Mk.2 but Pistols and Rifles get their weapons converted to the higher level weapon - at least make the Enhanced E11 on LIVE convert to the E11 Mk.2
- Reports are Slugthrower conversion is higher than Elite but it shouldn't be that way
- No WS craftable Carbines are between Level 14 and Level 40, this makes leveling Carbine XP a nightmare and like no other profs
- No WS craftable Carbines have Kinetic or Acid, Cold, or Electricity damage types - Devs stated in the past that all profs would get all damage types for BALANCE, don't see much balance in Carbineer yet
- Advanced Rapid Fire is listed in Marksmanship Tree, should be Intermediate Rapid Fire
- Combat XP levels are too high for leveling in Marksman Ranged Support Tree - this applies to all Ranged Profs actually
- Armor only converts to Padded or Bone both with a fixed color, please at least give color options if not other armors
- Profession Role per CU Docs is absolutely not happening, we have ONE Cone Damage Only Special (secondary role but weak at that even) and ZERO Crowd Control Specials.....this is probably my #1 item as the CU takes away our current Role on LIVE and gives us nothing in return except a weapon with limited range
- Action Cost for Specials for a Carbineer are WAY out of line with the other profs
- Carbineer Defenses seem a bit high (I hate to say that, but it is true) for our relative ranking in the CU Docs - seems the Offense is about right and the Crowd Control has been forgotten entirely
- Already I must call for a complete Carbineer Revamp with the utter lack of Abilities that relate to any part of the CU Doc Role for Carbineer - 3 or 4 Specials need to be added (or planned at least) to give us ANY ROLE in combat
I will post more probably and please don't hesitate to post duplicates to anybody else's list as the more people that find a problem with something (even my own list repeats some issues) the better chance it has to get some attention (notice I didn't say FIXED)
Message Edited by TAfirehawk on 04-23-2005 04:40 PM
TA, did you mean 'doesn't'?
TAfirehawk wrote:
- FullAutoArea is only working Cone Effect Special - ONE Special does fulfill a Carbineer's Primary or Secondary Roles as listed in the CU Docs
Antehiem wrote:
TA, did you mean 'doesn't'?
TAfirehawk wrote:
- FullAutoArea is only working Cone Effect Special - ONE Special does fulfill a Carbineer's Primary or Secondary Roles as listed in the CU Docs
Yes, thank you ![]()
Sometimes my brain works faster than my fingers....or is it the other way around ![]()
TAfirehawk wrote:
Don't be shy folks, post as much as possible here.....we need as much ammunition as possible when I take this to the Devs. Feel free to fully explain each point, but just don't reply to others and carry on discussions here.
And I waited for so long to let things settle down on TC
- SuppressionFire in all its forms is very low Damage with no Crowd Control States
- FullAutoArea is only working Cone Effect Special - ONE Special does NOT fulfill a Carbineer's Primary or Secondary Roles as listed in the CU Docs
- ChargeShot no longer has version with Cone KD - this should be added to fulfill our new roles
- Existing E11 conversion is broken, nothing converts to the E11 Mk.2 but Pistols and Rifles get their weapons converted to the higher level weapon - at least make the Enhanced E11 on LIVE convert to the E11 Mk.2
- Reports are Slugthrower conversion is higher than Elite but it shouldn't be that way
- No WS craftable Carbines are between Level 14 and Level 40, this makes leveling Carbine XP a nightmare and like no other profs
- No WS craftable Carbines have Kinetic or Acid, Cold, or Electricity damage types - Devs stated in the past that all profs would get all damage types for BALANCE, don't see much balance in Carbineer yet
- Advanced Rapid Fire is listed in Marksmanship Tree, should be Intermediate Rapid Fire
- Combat XP levels are too high for leveling in Marksman Ranged Support Tree - this applies to all Ranged Profs actually
- Armor only converts to Padded or Bone both with a fixed color, please at least give color options if not other armors
- Profession Role per CU Docs is absolutely not happening, we have ONE Cone Damage Only Special (secondary role but weak at that even) and ZERO Crowd Control Specials.....this is probably my #1 item as the CU takes away our current Role on LIVE and gives us nothing in return except a weapon with limited range
- Action Cost for Specials for a Carbineer are WAY out of line with the other profs
- Carbineer Defenses seem a bit high (I hate to say that, but it is true) for our relative ranking in the CU Docs - seems the Offense is about right and the Crowd Control has been forgotten entirely
- Already I must call for a complete Carbineer Revamp with the utter lack of Abilities that relate to any part of the CU Doc Role for Carbineer - 3 or 4 Specials need to be added (or planned at least) to give us ANY ROLE in combat
I will post more probably and please don't hesitate to post duplicates to anybody else's list as the more people that find a problem with something (even my own list repeats some issues) the better chance it has to get some attention (notice I didn't say FIXED)
Message Edited by TAfirehawk on 04-23-2005 04:40 PM
Not to carry on a discussion (but I made the thread and can change the rules
MeciniaLua wrote:
I still think the issue about our weapons not being skill box certed while BH and Commando ones are is not right.
Message Edited by TAfirehawk on 04-23-2005 05:15 PM
Message Edited by XenosAllus on 04-23-2005 05:32 PM
TAfirehawk wrote:
Don't be shy folks, post as much as possible here.....we need as much ammunition as possible when I take this to the Devs. Feel free to fully explain each point, but just don't reply to others and carry on discussions here.
And I waited for so long to let things settle down on TC
- SuppressionFire in all its forms is very low Damage with no Crowd Control States
- FullAutoArea is only working Cone Effect Special - ONE Special does NOT fulfill a Carbineer's Primary or Secondary Roles as listed in the CU Docs
- ChargeShot no longer has version with Cone KD - this should be added to fulfill our new roles
- Existing E11 conversion is broken, nothing converts to the E11 Mk.2 but Pistols and Rifles get their weapons converted to the higher level weapon - at least make the Enhanced E11 on LIVE convert to the E11 Mk.2
- Reports are Slugthrower conversion is higher than Elite but it shouldn't be that way
- No WS craftable Carbines are between Level 14 and Level 40, this makes leveling Carbine XP a nightmare and like no other profs
- No WS craftable Carbines have Kinetic or Acid, Cold, or Electricity damage types - Devs stated in the past that all profs would get all damage types for BALANCE, don't see much balance in Carbineer yet
- Advanced Rapid Fire is listed in Marksmanship Tree, should be Intermediate Rapid Fire
- Combat XP levels are too high for leveling in Marksman Ranged Support Tree - this applies to all Ranged Profs actually
- Armor only converts to Padded or Bone both with a fixed color, please at least give color options if not other armors
- Profession Role per CU Docs is absolutely not happening, we have ONE Cone Damage Only Special (secondary role but weak at that even) and ZERO Crowd Control Specials.....this is probably my #1 item as the CU takes away our current Role on LIVE and gives us nothing in return except a weapon with limited range
- Action Cost for Specials for a Carbineer are WAY out of line with the other profs
- Carbineer Defenses seem a bit high (I hate to say that, but it is true) for our relative ranking in the CU Docs - seems the Offense is about right and the Crowd Control has been forgotten entirely
- Already I must call for a complete Carbineer Revamp with the utter lack of Abilities that relate to any part of the CU Doc Role for Carbineer - 3 or 4 Specials need to be added (or planned at least) to give us ANY ROLE in combat
I will post more probably and please don't hesitate to post duplicates to anybody else's list as the more people that find a problem with something (even my own list repeats some issues) the better chance it has to get some attention (notice I didn't say FIXED)
Message Edited by TAfirehawk on 04-23-2005 04:40 PM
Sounds about right, although the other poster mentioning intimidate applys as well. Pistols get powerfull abilitys in burstshot(? action regen debuff) and stopping shot and intim shot. Carbs should get either intim or burstshot or something of it's likeness. Although suppresionfire may solve that, but a narrow cone will not be effective over cripple shot or a line in pistols.
Weapons are still a bit too generic, mentioned above but the spread is odd imo. Cross profession weapons as well, any specific gun should be it's most powerfull in said profession. Save maybe BH due to the nature of the profession. Guns that one would think should provide a benifit in one manner or another are overshadowed more often than not. Especially the rare weapons, loot schems etc, there should be a want and desire to obtain these guns.