Carbineer Archive

Thread: OFFICIAL Developer Top 5 Response

AriasImmortal
Fri Dec 19, 2003 6:57 pm
#14

YAY!!!!!!!




ARIAS TE'THAI
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SpungeBob
Fri Dec 19, 2003 9:52 pm
#15

Im so happy i could cry!



Carbines: ThunderHeart's Whipping Boy since Patch 2!
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Best Quote Ever: "i havent quit yet.. i'm waiting to see what the next publish is like.. swg is like that ungly girls number you keep cause you know she will **edit** you if you call.. " - IKasper23

Second Best: "You're killing an Apprentice Carbineer? Thats like clubbing a baby seal."
Monthar69
Fri Dec 19, 2003 9:58 pm
#16






novamarine wrote:

However, they do acknowledge that adding the timers removed the class distinction of crowd control Carbineers once had. Over the next combat publishes, the Developers want to give Carbineers distinction again. In following up that statement, Thunderheart has asked me to engage the Carbineer community by asking for suggestions on how to make Carbineers distinctive again.





Webster's Dictionary defines:


Carbineer: a soldier that uses a carbine.


Carbine: a rifle with a short barrel, orig. for use by cavalry.


Cavalry: combat troops mounted originally on horses but now often riding in motorized armored vehicles.


That said I'd like to propose that Carbineers be allowed to use special attacks while mounted on creatures. But, still can not fight from a vehicle as that wouldunbalancing since vehicles can out run mobs and do not slow down for combat like creature mounts do. However, since we can fight, without special attacks, while riding creature mounts currently, thenallowing a Carbineer to use some of their specials (especially charge shot) would give Carbineer's their distinction.




Looted crafting components Revamp idea
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=794885
SekzGod
Fri Dec 19, 2003 10:24 pm
#17






Thunderheart wrote:





Eldudorino wrote:
They said yes on speed? YAY




We're covering everything in the combat pass.






"covering" doesnt mean they will be actually implementing it in game lol. That reply is like a Bill Clinton "What is, IS?" response lol



~ Jedi Guardian~


4-4-4-4


Chaice
Fri Dec 19, 2003 10:50 pm
#18

I think carbineers should get a special that "slows" the target... sort of a snare ability... I mean if I get shot in the leg I am not going to be running up on you as fast... leg shot 1 = 10%movement penalty legshot 2 =20% and 3=30%... just a thought... or make KD last longer then half a second...
Zabadu
Sat Dec 20, 2003 12:38 am
#19

Well this is a partial success.


Getting a response to our issues, its a first.


Now actually having things fixed is another matter.


I think Jan/Feb is the next push?


So we have a couple months or so before we can hold SOE accountable for the top 5 responses.


And possibly quite a bit longer, say June.


This is just a partial success.




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Tyrael_the_Archangel
Sat Dec 20, 2003 3:07 pm
#20

/hail novamarine


Thanks alot Nova!


Of course, I'm gratefull that we will get fixed mostly in the nxt patch. Too bad though it didn't come in this one. It would have been the perfect X-mas gift


Again, thank you thank you thank you.


Of course, I'll write thank you more once I actually see that we get changed next month! /hail carbine




Tyreal Hikaru
Ahazi
Derchuka
Sat Dec 20, 2003 6:30 pm
#21


Well Fixing our Specials is half the battle, making Charge Shot 2 actually knock down targets in a cone might help there. I dont know but is Suppression FIre 2 supposed to be area affect? I know its not working but maybe if it were AOE and had a very reasonable chance to stick that could help with crowd control also removing the 30 second timer from it so you can actually suppress things into the prone postion allowing melee classes to charge in etc.They also mentioned they are reducing ham costs so that means Area Auto 1 and 2 will be morecost effective and useful in groupsproviding crowd damage,


"Ideally, the carbineer hanging back, uses Suppression fire and or charge shot....once the enemy has been suppressed or blasted off their feet the melee and close combat troops charge forward, the carbineer then supports from range laying down fire using Area Auto...."


Of course that cant work right now since Suppression Fire doesnt work very well if at all and isnt AoE and neither does charge shot 2(Doenst even knock down the actual target let alone affect anything in a cone) . Also the time delay on being able to affect a target with a posture down attack limits our ability to keep an enemy suppressed.


Sound too powerful? Not really since forcing the enemy into the prone postion gives them a defensive bonus against ranged attack and also our working charge shot 1 does very little damage so we have to rely on others to actually dish out the damage. Just make sure that our Suppression Fire 2 and Charge shot line have a low damage so that we burn out of ham if we try to solo stuff we shouldnt be.


Someone was saying that we should be the machine gun of the game, and I think SOE kind of has the same idea. I believe they see us as the Squad Weapon of the Group, vunerable to attack on their own, deadly with protection. First we need to get our Specials All working as intended to see where we stand before they start implementing stuff they end up having to take away from us....

cloakanddagger
Sun Dec 21, 2003 5:50 am
#22






AriasImmortal wrote:

YAY!!!!!!!






To my fellow Carbineer vet........agreed.



Patron Saint of Judgement - Eryn GreyWolf
unity200
Sun Dec 21, 2003 12:39 pm
#23

OH MEINER GROSSER GOTT !!!!!


IS A FIX FOR CARBINEERS REALLY IN ORDER ?



Carbineer MottoI can kill MYSELF way faster than YOU can kill me


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MasterNerfSlayer
Sun Dec 21, 2003 6:50 pm
#24






unity200 wrote:
OH MEINER GROSSER GOTT !!!!!


IS A FIX FOR CARBINEERS REALLY IN ORDER ?




We've been promised this for 6 months. I highly doubt it will happen.




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Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
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Unlocked April 1st, 2004

Quantys
Sun Dec 21, 2003 11:56 pm
#25

I am really looking forward to these changes. I have been a faithful Carbineer/CH/medic from the start. I don't intend to play anything else. The reduction in HAM costs alone will make us much more viable. This in addition to the other fixes will make us down right fun!



==================================
Quantys -- Carbineer/Creature Handler/Medic
Artos -- Doctor
Chilastra
Bela Vistal Contingency
==================================
Xieflow
Mon Dec 22, 2003 1:02 am
#26

4. There is little selection of good carbines.


The next several publishes that are focused on combat will be rebalancing the weapons and introducing new carbines. They have promised the next several months will be an exciting time for Carbineers!


Makes me glad to be both a Carbineer AND a Weaponsmith ^_^

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