Carbineer Archive

Thread: State of the carbineer profession!(The correspondant is gone nad it needs to be done)

InCrEdEaGlE
Wed Dec 03, 2003 7:59 pm
#1

First of all, I would like to commend the dev's on finally giving the carbineer profession a little help; while counterattack and accuracy weren't my biggest issues, it is definitely a step in the right direction. /applaud


And now for the problems.


THE BIGGEST ISSUE!


Ham costs Ham costs Ham costs!!!!!


I think its pretty unfair that the pistol with the highest ham costs has the same hams as the carbine with the lowest ham costs(when specials are fired that is[Crippling shot v stopping shot]) so If Im using a DH17 short(no stock) and the pistoleer is using a Scatter pistol, I will be gunned down quickly yet our ham costs will be equal. In truth someone with a Stocked laser carbine would most likely be beaten by someone with a scatter pistol or a good FWG.


Dueling: We are the best=)


PVE When there are multiple creatures that are pretty strong we can take down maybe one heal partly take dow another heal finish the other heal...etc..


Mass PVP(raiding) Pretty much the same concept we can get a few people before we have to heal or if they have composite our hams kill us they get up and shoot us once DB.


Buffs When we are buffed, they only help so much because of the massive mind costs that our carbines have.(At least mine) When I shoot with buffs I take 50 mind or so when I shoot with a stocked laser carbine. I have 1000 mind so that approximately 20 shots before Im out of mind or 40 if I have a dancer buff. In order to be entirely effective we have to get all buffs in which we can shoot a large number of shots...With a laser and a musician buff I think I take about 20 mind per shot.


A lot of people ask "Should we need buffs to be competetive?" The answer is: No we really shouldnt. While there should be a level of reliance on other players, we should also be able to hold out on our own.


NEXT BIGGEST ISSUE!


A lot of our specials are broken, redundant, and useless. Here is a chart with moves and uses...this should make this issue crystal clear and help some of the people just starting.


Novice Carbineer


Action Shot 2-


This ranged attack can wreak havoc with a target's Action pool drain and regeneration rates.


This means that we hit them with bleed and it wounds their Stamina and Quickness pools. Also it does pos-down and has AOE and the things that you arent targeting take damage. I'm not sure if this is meant but it seems as if its taking the ability from supression fire 2.


Full Auto Single 2-


This ranged attack shoots multiple bolts at once at a single target.


This is a damage attack that has the ability to inflict a wide array of status effects. The two biggest problems I see with this are the dizzy doesnt stick and the ham costs are insanely high.


Carbine Assault Tactics Tree


Scatter Shot 1-


This attack hits multiple stat pools on the target.


This is an OK shot but burst shot 1 is much better. Pretty much this does a lot of damage to one pool and a little bit to the other 2. I think to fix this shot, make it do an even amount of damage to all 3 pools. This would be very usefull in PVP maybe not so much in PVE though. Also the combat tabreports one damage. This needs to be fixed


Wild Shot 1-


This ranged shot can stun a single target.


Pretty pointless shot...low low damage and random stat pool. You can do about the same damage with legshot 2, it has stuns, and it concentrates on one stat pool. This move is very broken as it is pointless. I think they should replace the stun effect with dizzy. That would make wild shot and wild shot 2 INCREDIBLY usefull.


Scatter Shot 2-


This attack hits multiple stat pools on the target.


Same as Scatter shot 1 except this is much more damaging.


Wild Shot 2-


This ranged shot can stun multiple targets.


This is an area of effect damage shot that stuns. See Wild Shot 1 for suggestions.


Carbine Marksmanship Tree


Legshot 3-


This ranged attack targets an opponent's legs in order to damage their Action pool.


This is legshot 2. They need to up the damageplain and simple.


Crippling Shot-


Very damaging single target shot.


This pretty much sums it up. It is the mother of all shots (If you have a fast carbine or the BH carbine tree)


Carbine Counterinsurgency Tree


Burst Shot 1-


Single target ranged attack.


This is a damage shot with relatively low HAM costs and decent damage.


Burst Shot 2-


Single target ranged attack.


This is Burst Shot 2. We have too many generic damage shots. Give these shots something special and give this shot more damage than burst shot 1.


Supression Fire 2-


This ranged attack is used to drive your opponent into a lower position. If they were standing, they kneel, if they were kneeling, they go prone.


This is the same as Supression Fire 1 with a higher damage modifier. Truthfully, no one uses supression fire for damage so this needs some other advantage, such as it takes them down by two postures.


Carbine Special Abilities


Full Auto Area 1-


This attack can hit multiple targets in a cone infront of you.


This is an AOE Full auto single and the status effects still don't stick.


Charge Shot 1-


This ranged attack can knock a target down.


This is an excellent attack and makes up the entire carbine offense. This is what pulls the profession together. Some say that the animation should be removed and some say that it shouldn't. I think there should be a vote taken and action should be taken on the results of that vote.


Full Auto Area 2-


This attack can hit multiple targets in a cone in front of you.


Same as full auto area 1 except more damage.


Charge Shot 2-


This ranged attack can knock multiple targets down.


This skill doesnt work at all. Right now it is an AOE damage shot with poor modifiers. This really needs to be fixed.


AND LAST BUT DEFINITELY NOT LEAST


Carbine speed really needs a boost. Pistoleer has 70 at master Rifleman has 90, I think it would be safe to say that we should be in the middle with 80. This would give us enough speed to cap out our weapons with crippling shot. As of right now you can use crippling shot with a truly powerful weapon. My carbine is a 718 3.4 laser and when I dropped BH I was shooting at 2 -3 as with crippling shot. This is unacceptable. We shouldnt be required to have BH in order to make the most out of our profession.


WRAP UP


Carbineer needs HAM costs lowered Speed raised and moves fixed. These are the three major problems I see with the profession right now(besides the lack of a correspondant). Please post anything you would like to add or comments about what I said. It would be greatly appreciated.




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InCrEdEaGlE
Wed Dec 03, 2003 8:15 pm
#2

Dang no edit button one last thing that I forgot to mention. Elite carbine need a boost. Its our special weapon for christs sake. Im not sure how they would go about doing this, by either raising base damage or lowering the requirements needed for making one but as of now its a DH17 short with a little bit better damage and greater ham costs...a laser carbine blows it out of the water.


Also...laser carbine is much much better than everything right now. They should make the DXR6 etc more usefull...


I dont think EE3's blast radius is working either.




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MasterNerfSlayer
Wed Dec 03, 2003 8:20 pm
#3

Good job man, but ... it really didn't need to be done... nothing has changed since release... all the bugs are well known and just as much is being done about them as it was at release!




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

InCrEdEaGlE
Wed Dec 03, 2003 8:24 pm
#4

heheh I would agree but every correspondant was supposed to put in one...sohere is ours



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MasterNerfSlayer
Wed Dec 03, 2003 8:47 pm
#5

Fair enough then, I'll support you just for making the effort!




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Rishathra
Wed Dec 03, 2003 8:50 pm
#6

Its not here that the correspondant needs to post a State of the Profession.


Its on the correspondant forums. Apparently TH has posted responses to profession issues there and he needs correspondant feedback to continue. To make sure the devs are on the right track. Not that your effort isn't appreciated!





I am a Rebel With Connections
...has become an Ace Pilot in nine squadrons.
Blue Glowie MCH
NGE Cancellation Bug
InCrEdEaGlE
Wed Dec 03, 2003 9:14 pm
#7

oh....well maybe he'll comment here=P who knows its worth a try



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MasterNerfSlayer
Wed Dec 03, 2003 9:20 pm
#8






InCrEdEaGlE wrote:
oh....well maybe he'll comment here=P




HA!


ROFLPMPLMAO!!!!!



lol had to be said...





RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Super-Rat721
Wed Dec 03, 2003 9:44 pm
#9

5 STAR!!! Great post which showed all of the issues that needed to be acknowledged. As a master carbineer i must say this covered everything and really showed some depth and a good amount of analysis towards what the devs should do with the carbineer profession. Great job Umin!

Zabadu
Thu Dec 04, 2003 12:19 am
#10

Heya,


Apparently the issues is not thatourissues are unknown.


Theissue is that behind doors there isn't someone to speak for us.


So rather than talk to us directly... nothing changes.


I say take it out from behind closed doors, lets us talk about it.


Most of us here on the Carbineer forum know our issues, and would like the opportunity to educate the DEVs.


Hiding behind a wall of secrecy and denial will not make the game fun.


Isn't that SOE's mission statement to us?




Zaba Klacken - Achiever 80%, Explorer 53%, Socializer 40%, Killer 26%
Zaba Pharmaceutical -4055 -1167 Valcyn, Corellia-Tyrena
Stim B's, Bio-Enhanced Clothing and 1 CPU energy


Official Carbineer Motto "Account Cancelled"


Minaros
Thu Dec 04, 2003 7:11 am
#11

Pretty good list of the major problems. I would just make a couple additions/changes.



  1. Crippling Shot is granted in the same branch that we get +Carbine Accuracy and LegShot3. Crippling shot should target the Action pool only like it's others in this line.

  2. Weapons Variety! We are not the only class with this problem but there is little variance between alot of our weapons. Most of them do Energy damage. Only have to really useful weapons: Laser Carbine and DRX6 Carbine. The EE3 works ok but I am uncertain if the 'shotgun' effect works at all.



Minaros Darkstar
Obsidian Alliance
Master Squad Leader/Carbineer
irott
Thu Dec 04, 2003 12:51 pm
#12

The only attacks that are supposed to target specific HAM bars are those that are designated that. HAM bleeds, Legshot/Headshot/Bodyshot.



[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

Burnham
Thu Dec 04, 2003 2:23 pm
#13

Please note the issue of the Elite Carbine being less useful than the Laser Carbine (according to polls, not everyone agrees), despite the fact that the elite is the only Carbineer-only weapon.



Zaphad Beeblebrox, Imperial Ace Pilot
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