Carbineer Archive

Thread: Combat Upgrade Specials Feedback

weaponmaster88
Thu Apr 14, 2005 10:48 am
#14



TAfirehawk wrote:


draw wrote:
Don't no if anyone has noticed but we have just lost all our specials from the novice and master boxes so no more Leg Shoot, I do hope this is a bug and not by design, but just in case I have reported it as a bug on the testing forum.

Message Edited by draw on 04-14-2005 05:31 PM



Yeah I reported that early this morning once I got logged in.....we lost 6 Specials I think....but yes it is a bug so don't freak out




hehe i got scared last night when i saw that, hopefully they'll have it fixed soon



Xerses- Master Jedi

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Mild-Breeze-Trooper
Thu Apr 14, 2005 4:10 pm
#15

Whew... I was actually frothing when I saw that it was removed.
But if it's a bug I can relax again.
Got 1000 Carbineer today. I'm CL 17 and can't wait untill I get the Laser Carbine at CL 22.



Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
GiacomoCagiva
Sun Apr 17, 2005 2:37 pm
#16


I dont know if action use got changed but hunting level 50 stuff last night i just put full auto area as my auto attack and wait until everything is dead. Even used it with the Commando Lightning cannon. That was pretty fun to watch.


But i have to agree with the others about Scatter Shot seemed pretty useless and i probably missed 50% of the time with Legshot so i stopped using it.
Craxus
Mon Apr 18, 2005 2:31 pm
#17

I was wondering if suppression fire is supposed to be a +rooted+ attack?

This attack would be nice for a carbineer.

So far I like what I see.

Also What does rapid fire do?



Colonel Craxus Blade, Imperial Bounty Hunter/Master Carbineer(not so much)

Vorean Blade, Elder Jedi (Yeah my Glow stick is faster than your's)
TAfirehawk
Tue Apr 19, 2005 9:08 am
#18






Craxus wrote:

I was wondering if suppression fire is supposed to be a +rooted+ attack?

This attack would be nice for a carbineer.

So far I like what I see.

Also What does rapid fire do?







I think you are correct on Suppression Fire...since we have Crippling Shot that already does a +SNARE+.....but I am not 100% because Suppression Fire is a Cone Effect Special so it could still be +SNARE+ identical to Crippling Shot just in a Cone.


Rapid Fire is the main damage dealing Special of a Carbineer now....it takes the place of Crippling Shot in the old system.




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

_scout_
Tue Apr 19, 2005 9:27 am
#19

I was wondering about our current specials:

Which of these specials apply which stats and which are cone and which not?

I read that legshot and crippling shot should hit action thus hindering the target in using specials themself by depleting it, but so far I havent noticed it yet.

And since some specials are tied to each others timer, which are those?
and which is the fastes recharging special?

It might be that Im a little bit spoiled by the Carbineer Weapon Spreadsheet we got in our FAQ, but if anybody can point me into the right direction I would be pleased.

What Im missing is our large choice of different cone attackes which I loved so much on my carbineer in live.
Wildshot 2 : stunning a cone of troopers at once.
Charge Shot 2: trying to knock them down all at once.
Fullautoarea 2: hitting them all at once and trying to apply stats.

It looks like we have a lot of less cone attacks now.
Especially my two most favourit charge shot 2 with the cone seems to be gone and the full autoarea doesnt seem to apply stats.




.



- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

Antehiem
Tue Apr 19, 2005 11:48 am
#20








_scout_ wrote:

What Im missing is our large choice of different cone attackes which I loved so much on my carbineer in live.
Wildshot 2 : stunning a cone of troopers at once.
Charge Shot 2: trying to knock them down all at once.
Fullautoarea 2: hitting them all at once and trying to apply stats.

It looks like we have a lot of less cone attacks now.
Especially my two most favourit charge shot 2 with the cone seems to be gone and the full autoarea doesnt seem to apply stats.





Would be a shame if we lost our cone KD and our cone posture down. Both of these made it even more fun to be a carbineer. While we suffered with high end stuff, it was so nice to be able to make groups of mid level NPCs do the flip flop.


On another specials note. This made me wonder.. (quote taken from the Kettemoor forums)


Some of the ranged specials do require a certain weapon "type". Full Auto Area for example says "This requires an automatic weapon to work". Not sure which guns that doesn't apply to in SWG, I was able to do Full Auto Area with a DE-10 and an E11 Mark 2.


FantasticPlastic.



Are proffessions still meant to have 'defining' specials? I'd have assumed the need for an automatic weapon would have made certain carbineer specials only usuable with a carbine, but it seems like it's broken. I've not looked too deeply into other proffessions, but i'd have assumed elite combat proffessions get 'defining' specials (such as automatic weapon only specials in carbineer), and hybrids get 'defining' weapons, such as heavy weapons for commandos, and BH/SL/Smuggler only weapon certs (like the sought after proton carbine in BH).




:: Saizek Jarel :: Mercenary ::
Craxus
Tue Apr 19, 2005 4:09 pm
#21






TAfirehawk wrote:

I suggest you download Kodan's ProfCalc or login to TC-EP3.....


I am waiting until this nightmare goes LIVE before updating much around here......but yes we have a lot specials removed or totally changed, its called balance and prof distinction. No one prof can be the do all end all in SWG for it to survive.....we aren't there yet in our testing, but lets hope the final 2 weeks of tweaks will balance things out a bit.






This is very true and I thinkI am one of those people that see this happening with the CU. With whatever template I have used so far I ave been very sucessful if I did not leave a huge weakness.(I.E. taking all melee type attacks, that's kinda the same in the old system too, Im a master BH master carbineer which meant that there were battles I just could not win.) The only concern I have is that they left intimidate in the game. Because of the potency of this skill everyone has to have it! You can not let another player use that attack on you and not use it in kind. The +root+ attack can be dealt with, and hopefully carbineer get onewhen suppression fire works!



Colonel Craxus Blade, Imperial Bounty Hunter/Master Carbineer(not so much)

Vorean Blade, Elder Jedi (Yeah my Glow stick is faster than your's)
Antehiem
Tue Apr 19, 2005 5:46 pm
#22






TAfirehawk wrote:

I suggest you download Kodan's ProfCalc or login to TC-EP3.....


I am waiting until this nightmare goes LIVE before updating much around here......but yes we have a lot specials removed or totally changed, its called balance and prof distinction. No one prof can be the do all end all in SWG for it to survive.....we aren't there yet in our testing, but lets hope the final 2 weeks of tweaks will balance things out a bit.





Well, lets hope the developers can see fitto still allow us to KD/posture down multiple targets. We're crowd controllers at the mo', and for the CU we have 4/5 for crowd control, so i'd hope this stillmeans multiple target controlling, as part of balance and proffession distinction. From my experience on TC, kiting won't be as easy with reduced movement rates for holding a gun, so really, keeping targets at bay will definitely help us stay alive.



:: Saizek Jarel :: Mercenary ::
TAfirehawk
Wed Apr 20, 2005 12:46 am
#23

I suggest you download Kodan's ProfCalc or login to TC-EP3.....


I am waiting until this nightmare goes LIVE before updating much around here......but yes we have a lot specials removed or totally changed, its called balance and prof distinction. No one prof can be the do all end all in SWG for it to survive.....we aren't there yet in our testing, but lets hope the final 2 weeks of tweaks will balance things out a bit.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

_scout_
Thu Apr 21, 2005 2:15 am
#24


TAfirehawk wrote:
Please discuss the good/bad aspects of the new Specials we have for Carbineer.





Another try:
;-)

As crowd control 4 from 5, I think that one good aspect was the variety of cone and area shots the carbineer had in combination with several different stats he could apply unlike the commando who uses also cone and area shots to cause damage.

Currently the carbineer only wields two cone area shots, full auto area (currently I have no knowledge if it applies a stat) and suppressions fire (reduces movement of targets) and two stat applying shots namely crippling shot (movement) and charge shot (position) but without a cone and Leg shot is supposed to hit action to reduce the opponents ability to use specials.

I cant find the describtion of rapid fire at the moment.

Is this balanced to the other abilitis of the other professions im regard to their profession roles or are there any plans to add some more cone and stat applying effects to the carbineer specials from the DEV side or from your aka our side?

And are you currently more focused on balancing the current specials or are you still trying to get a little bit more variety in our specials from the Dev?

Any info would be nice
=)



.



- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

Trynian1
Thu Apr 21, 2005 3:07 am
#25






Antehiem wrote:


Are proffessions still meant to have 'defining' specials? I'd have assumed the need for an automatic weapon would have made certain carbineer specials only usuable with a carbine, but it seems like it's broken. I've not looked too deeply into other proffessions, but i'd have assumed elite combat proffessions get 'defining' specials (such as automatic weapon only specials in carbineer), and hybrids get 'defining' weapons, such as heavy weapons for commandos, and BH/SL/Smuggler only weapon certs (like the sought after proton carbine in BH).





I have yet to see any difference in using an automatic vs any other weapon, other then we cant do an attack that requires one, and even then it does nothing spectacular compared to other weapons.

TAfirehawk
Thu Apr 21, 2005 5:32 am
#26






TAfirehawk wrote:

memnoch helped me test the Cone Angle of FullAutoArea (90 deg roughly)and SuppressionFire (26-30 deg roughly).


More info as we get it










TAfirehawk wrote:

SprayShot from BH has same radius as SuppressionFire.


Of course BH shouldn't even have a Cone Effect Special, but that is for another discussion.....








Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

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