Carbineer Archive

Thread: What question?

novamarine
Thu May 06, 2004 7:46 am
#1

What question should we ask of TH next week?



My suggestion: Fourty percent of the Carbineers specials have a chance to apply the state stun to the target. There are conflicting reports what being stunned actually doesto the target. Can we get a definitive answer what stun does? [We are not asking for numbers just a description of the effect(s).]
travenwatts
Thu May 06, 2004 7:54 am
#2

I would like to know if our +counterattack mods are working. I have heard rumors that BH's that get carbine skills don't bother with the countarattack line because +25 is no different than +105. I have been doing some pistol lately and it seems I dodge A LOT more often than I ever counterattack, and I don't have near +105 dodge like i do counterattack. It is also rumored that swordsman counterattack DOES work often and the carbine counterattack is NOT working as often as it should


If we don't want to waste this as our 2 week question then maybe we can get some test results or something? Or, if this HAS been tested just point me in the right direction.


TAfirehawk
Thu May 06, 2004 7:56 am
#3

Counterattack has already been brought to the Devs as not working as Dodge/Block do.....



Can we expand the question on Stun to an ACCURATE description on all the states? And maybe some "general" numbers too.






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

novamarine
Thu May 06, 2004 7:57 am
#4






travenwatts wrote:

I would like to know if our +counterattack mods are working. I have heard rumors that BH's that get carbine skills don't bother with the countarattack line because +25 is no different than +105. I have been doing some pistol lately and it seems I dodge A LOT more often than I ever counterattack, and I don't have near +105 dodge like i do counterattack. It is also rumored that swordsman counterattack DOES work often and the carbine counterattack is NOT working as often as it should


If we don't want to waste this as our 2 week question then maybe we can get some test results or something? Or, if this HAS been tested just point me in the right direction.






I can answer your question. They are not working properly. I have Dev confirmation as well. Getting Counterattack working is on our Top 5 issues.

Rorenikibi
Thu May 06, 2004 8:08 am
#5

While in the case of Dizzy it might be remedial, but we should take the opportunity and have spelled out once and for all (until the revamp) what each of the states are and what effects they have on player performance.


There's more to Dizzy than a pain in the neck from standing up and Blind certainly isn't clear either.




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


novamarine
Thu May 06, 2004 8:42 am
#6


We cannot ask for numbers. The Devs have time and time again refused to give out numbers.


jfang
Thu May 06, 2004 8:45 am
#7

I would be interested in the question:


Currently, for all practical purposes, pistols, carbines, and rifles all fire at the same speed (the 1 second speed cap). There was talk about for the combat revamp making pistols faster than carbines, which in turn are faster than rifles. How do the devs envision implementing this (reducing rifles and carbine speed skill mods, putting a hard cap of 2 seconds on rifles and letting pistols duel wield, etc).


Keep in mind though that this question would almost certainly get a "wait and see" answer, so it might be a bad question.


(And yes, I know carbines are functionally much slower than rifles and pistols, due to skill mod breakdown.)
Hav0c
Thu May 06, 2004 9:28 am
#8

/votes for definition and description of states applied by FAS and FAA ie. Blind, Stun, Dizzy



Ta!





Watph Brilo
Master Bounty Hunter

'I am Jack's broken heart'
Rorenikibi
Thu May 06, 2004 9:29 am
#9






novamarine wrote:


We cannot ask for numbers. The Devs have time and time again refused to give out numbers.







Understandable, if rather... nevermind... Anyway, at least a clear explanation of WHAT these states affect, if not the nitty gritty math behind them.


Does Stun affect speed? Accuracy? Defensive Penalties? If yes, which?

Does Blind affect speed? Accuracy? Defensive penalties? If yes, which?


Does Dizzy affect speed? Accuracy? Defensive penalties? if yes, which?


Its kinda important to have at least a basic understanding of WHAT each state effect has, even if we don't know the EXTENT of the effect.




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


Hav0c
Thu May 06, 2004 9:30 am
#10

sub-question:


Can we put the definition of 'Carbicide' in the FAQ?



Watph Brilo
Master Bounty Hunter

'I am Jack's broken heart'
Doq_Utek
Thu May 06, 2004 10:27 am
#11

I like the definiton of states question.


I would also like to know if there is any plantoaddressthe lack ofincentive to reachMaster Carbineer. For instance, will there be a modification to existing Mods, a new Master level special, or perhaps a new wepon certification.





Doq Utek Master Carbineer
OnlyMaestro
Thu May 06, 2004 10:43 am
#12

I'd like to restate my previous question...


"Is it possible to add AP bonus' to certain specials. Such as adding an AP1 bonus to Cripple Shot, giving that shot a truly crippling fashion?"


Or if that's to vague or not worded right...


Then...yeah, the stun question.



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

TAfirehawk
Thu May 06, 2004 10:46 am
#13






Doq_Utek wrote:

I like the definiton of states question.


I would also like to know if there is any plantoaddressthe lack ofincentive to reachMaster Carbineer. For instance, will there be a modification to existing Mods, a new Master level special, or perhaps a new wepon certification.









TOP 5 already deliverd to the Devs, check out the STICKY post......





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

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