Carbineer Archive
Thread: 9 damage types...
Not a carbineer, but wanted to say a couple things.
Launcher pistol (blast damage) is Commando weapon, not pistoleer, don't suggest pistollers have blast damage.
Rifle cold damage? Have you ever seen one used? I haven't, must be some reason.
Stun - Only rifle and pistol? You forget fencers with stun batons.
You won't get an AP blast carbine, that is the realm of Commandos. A weapon like that is specifically for taking out AT-STs and only Commandos will get weapons specifically for that.
Why does every class think they need a stun attack? Check TKA they have convinced themselves that they should have one and it wouldn't be overpowering. Anyone here agree with that?
If doing stun damage is so important to you, why don't you just do a profession that has a stun weapon instead of trying to justify stun for every combat class?
That being said.... Carbineers should get better weapons. I would suggest when asking for them be more reasonable and you might get better results. An AP1 kinetic would probably not cause anyone to cry nerf for you all, just for example.
Anyways, if Tanel armor ever gets fixed then there will be a lot less stun weapons in PvP.
JamfeFabri wrote:vonbraat, before i read the brackets i was about to scream **edit**!?!lolive seen some with about 700 max damage....Its worse than the pre nerf krayt fwg5's....seriously think a stun carb wouldn't overbalance the prof.
yeah it seems like everyone and their pet chimp has a 1337 sonic blaster these days from all the screenshots going around, but the fact is, they are a large minority. some are photoshop'd some are double sliced, some are legit, but very few. plus i have a feeling that these are going to get nerfed real quick. they can be made too uber with schematic. the normal ones that drop are little better than a tangle pistol, and some even worse. (the one i carry around is 3.1 spd, 102 max damage SLICED, lol, its just for show
If the devs nerf the schematic drop like i think they will, or nerf the construction process, like they did the fwg5, than we will see these uber weapons fade into oblivion with decay. asking for a stun carbine is fine by me, but i personally would like all stun damage to be removed from the game. PvP is more fun and challenging when it lasts longer with armor. giving all professions a stun damage weapon just isn't the answer imo.
I don't know if you were serious or not, but this *could* work if they made it like the T21: Require way more resources and power handlers than any other gun.
Two little words:
COMBAT BALANCE
This was discussed in the thread about different certs for different weapons. Just need to have NOVAMARINE stay on top of this. He has been doing a great job so far.
mmm,
Carbines are getting a huge revamp... and they have the most useful posture change/kd's of the 3 marksman elite professions...
Pistoleers do the least damage but get the most options for continuing their tree for more damage types...
Rifles HAVE NO POSTURE CHANGES worth using..., get a nice variety of damage types, but without something standing in front of them, really aren't self reliant...
And I am a riflemen, have been one since launch, and I think any Riflemen using an SG82 is using it just to see the animation... the SG82 is a little over 200 max damage with no armor piercing and is onl accurate at 35m... no stock or scope option to upgrade the damage, and the only useful thing it was for was Rifle4 Marksman firing at krayts b/c Krayts had effective 30% cold stats, now that 30% is a special that gets heavy armor protection... I'm glad you all didn't cry nerf, but look at it this way... Riflemen has Energy and Stun and Acid that are viable... their cold is pathetic... the Acid rifles, a good one costs an arm and a leg and is 3/4 the power of a laser rifle... a jawa ion rifle is as strong as the new geonosian blaster schematics (rare)... so the only good thing they have that is unique is teh T21...
Pistoleers get a lot of nice types if they duel class... Commando gives them blast, and other stuff... which is all good...
I think the Dev's are addressing your damage type issues with these rare loot weapons.... which I think is nice... you guys will see a huge revamp... and its going to be nice... Riflemen are the machine gunners.... Carbineers are the people who make everyone lay on the floor... and Pistoleers just light everyone up with varied damage...
That's my 2 cents... oh well...
Reena
Arwo wrote:
I think i may have a plausable answer to our problem. There should be a part in the weapon building process that allowes you to put in an optional component. This component would change the dammage type from its default to any of the 9 damage types. Its only an idea but if anyone agrees with me, that could be a fix
Only problem with this is there most likely would be only a few types ofweapons being made and used. Weaponsmith's would probably just pick the gun type with the best damage and speed, and put one of those damage type components in it (which would most of the time probably be stun).
Though, there is ONE weapon that I think would be a good idea to use this idea for in some way, and that's the Wookiee Bowcaster. Maybe make different ammo types that can go into the bowcaster and change it's damage type, and maybe if no ammo is used in it, it will do kinetic or energy or something. And maybe make it so the ammo type is permanent once put in, or so that it has only limited uses till it runs out. I think this would give Wookiee's more reason to use a bowcaster, and since they can't wear armor, I think this could compensate....in a way....
Riflemen are the machine gunners....
If anything carbineers should be the machine gunners, riflemen should be snipers.