Carbineer Archive

Thread: Status of the Carbineer Specials

Ripsher0311
Tue Jan 06, 2004 6:13 am
#14

well done, now if somone will listen we have it made.
novamarine
Tue Jan 06, 2004 9:26 am
#15

Kaelle,


Ah yes thank you. That is actually true of every AoE/cone special in the game. That is definately an issue the Devs need to address at some point.

AriasImmortal
Tue Jan 06, 2004 4:08 pm
#16

wildshot 1 and 2 are completely redundant. retool them. i've not used wildshot in 2 months.





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polgar
Wed Jan 07, 2004 8:12 am
#17

Outstanding work on both threads thank you.




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NJ_Ragman
Wed Jan 07, 2004 8:18 am
#18

Also please add that Scattershot 1 & 2 are broken in part...

floaty damage shows correct damage to target.
combat spam in chat window shows 1 damage per shot fired.

It prevents you looting corpses "you do not have permission to access this", when used solely to kill a target.



--
Sau'Rai Luess
"Smile" They said. "It could be worse"
So I did, and it was.

novamarine
Fri Jan 09, 2004 7:39 am
#19

Dustin,


I am not in game nor anywhere near it...does the description of suppresionfire2 mention AoE or are you going by the graphic? Suppressionfire1 also has a Aoe/cone graphic so in this case, we cannot go by the animation alone.


I am in agreement this special needs something. It would be ideal if it had a warcry2 (though this special is going to get nerfed soon) or panic shot type of effect. Or even had a good chance to intimidate.


Be sure to put your 2 cents in on the Distinction thread if you have not.

nolan007
Fri Jan 09, 2004 12:37 pm
#20



How about showing us the correct damage for our moves? I believe its the scatter shots that show 1 point of damage in the combat logs.



Also, Carbineers need a dizzy that works.







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( Maybe one day these ideas will be considered or implemented. Bump it, please? )

Dustin_Asche
Fri Jan 09, 2004 1:29 pm
#21

There's a slight problem with your description of Suppression Fire 2.


It is currently a single-target special, however, it is supposed to be a cone version of Supression Fire 1, with slightly higher damage.


The fact remains, though, that it is redundant with Action Shot 2 which is the cone bleed with PD. Also, a special who's sole purpose is to posture down is worthless with the posture down timer.


I have suggested the fix for both supression fires of making them the marksman version of warcry. Since they have a better range (out to 64 instead of only 20), they should have a shorter duration to compensate. But an AoE delay attack, even if only a five second delay, imagine the power of this combo:


/chargeshot2 (assuming fixed)


/supressionfire2


/fullautoarea2


/fullautoarea2


/fullautoarea2


You're talking a carbineer doing what they should be able to do: take down crowds of people.




--------------------------------------------------------------------------------------
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Kaffis
Sat Jan 10, 2004 11:56 pm
#22



novamarine wrote:

Please also remember that Legshot2/3 stuns as well. IMO they will almost always apply it on the first try.

The idea behind labeling some specials redundant is to get them improved. Hopefully you have read and participated in the carbineer class distinction thread. I am targeting these 4 redundant specials to be retooled. However, if people feel very strongly they like wildshot as is, I won't make any recommendations about these 2 specials. Personally, I think we can do better with a different special.

Are the wildshot1 and 2 specials redundant?






I'm guessing this was at least partly in response to my above post. Yes, I've added a few posts to the distinction thread, that's a good thread with some quality input.

If your sole purpose in labelling these as "redundant" is to go for a replacement, that's cool. I won't argue that I could easily live without wildshot. I was just making the point that I can find *some* use for them, so it's not like they don't even make it onto my hotbar, like, for instance, legshot3, suppression2, or burst2 (or chargeshot2 when I finally polish it off).

I should also note that I think I must have a little different luck in random number generation, if you pretty much always land stun with your first fullauto, as I think I average almost 3 shots to stun most of the time. And I think it's silly to have your only access to a state on a pool specific shot (if, for instance, they removed stun from FA to get blind to work, and then looked at you calling wildshot redundant with legshot, and changed wildshot), particularly when it's the most questionably useful of the three pools. But, considering that the likelyhood of them taking away stun from both FA and wildshot is pretty low, it's not a big concern of mine. I would, however, like some confirmation of what exactly the stun state does, though.
KetherSWG
Sun Jan 11, 2004 6:17 am
#23

It's sad because you would think most of these fixes would be so easy to implement. I'm working on Carbineer because the description sounded like an awesome crowd control profession, but in practice it's... well... not.



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Elernet
Mon Jan 12, 2004 12:11 pm
#24

I vote for reworking WIld Shots all the way.


Why not makethen something similar to Panic Shot (maybe a weaker version of it) or make them say lower target defences or something?They are completely useless right now- FullAuto beatsthem any day.. and If FullAuto's dizzy gets fixed it will be only more so.




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Tyrael_the_Archangel
Wed Jan 14, 2004 10:33 am
#25






novamarine wrote:

Dustin,


I am not in game nor anywhere near it...does the description of suppresionfire2 mention AoE or are you going by the graphic? Suppressionfire1 also has a Aoe/cone graphic so in this case, we cannot go by the animation alone.


I am in agreement this special needs something. It would be ideal if it had a warcry2 (though this special is going to get nerfed soon) or panic shot type of effect. Or even had a good chance to intimidate.


Be sure to put your 2 cents in on the Distinction thread if you have not.







Well nova, when i used surrpession fire for the first time, it didn't work. lol. But going on...


The animation i think it like it is now because if you look well, the shots are fired in a streight line. fairly close to the ground (mabye 3-4 metres off it). The idea is probably to make the enemy think: "Hey, low fire. GET DOWN!" and so everyone goes into kneeling (which i think is dumb, i say they should go into prone to make it 'realistic').


Hope that helps...




Tyreal Hikaru
Ahazi
Tyrael_the_Archangel
Fri Jan 16, 2004 2:00 pm
#26

Oh, another thing. Can I get a clear answer on the following: Does Fullautosingle(area) really do blind and stun? Well, I know they do dizzy and something else (i saw it happen b4) but it dissapeared right after it stuck. I know now that dizzy has that problem -> It doesn't stick. However...


What about the stun and blind on fullauto2 or any of the full auto's. Do those do good blind or stun? (Does it inflict blind and stun every now and then, or is it rare? And does it stick longer than a split second :/ )


Thanks




Tyreal Hikaru
Ahazi
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