Carbineer Archive
Thread: ** Carbineer Gated ** -- Crafted Carbines Very Bugged !!
From today's update:
Great... they fixed some uber-rifle, but still haven't bother to address the issues all ten of us carbineers have.
*jaw drops to the ground*
WOOO!
Finally!!
*wriggles with anticipation*
Thank you Holo! My DH17 carbine is a great weapon no doubt, but the ham costs are way out of bounds, like 40-50 for all, with action being the highest.
I was going to have to drink starshine suprises just to stay alive using legshot2 lol.
NinjaFish wrote:
Holo, if you're going to have this looked at, then can you have the retarded high costs on vibro knucklers looked at, too? Knucklers make this guy's HAM costs look like a bargain...
Yeah, my knucklers are
H: 61
A: 48
M: 32
as opposed to my pistol which is:
H: 11
A: 36
M: 18
Some quick calculations to help get the point across...
Leg Shot 2 (abbrev. LS2) - Arguably the bread and butter attack for a Marksman/Carabineer taking on a single oponent solo or with other Action pool targetting team members. HAM cost multipliers: x0.5 Health, x1.5 Action, x0.15 Mind.
Human Marksman with default starting stats: 1100 Health, 900 Action, 700 Mind.
Regularuse of Leg Shot 2 will clearly deplete the player's Action the fastest, although if the MOB is successfully attacking the character, the player's Health becomes a concern too. The player's Mind pool will probably be OK with these default stats and costs.
A good Artisan crafted CDEF will average roughly62 per shot [(min+max)/2]. LS2 has a x2 damage multiplier, so 124 per LS2 shot. Action special cost: 35A.
A good DH17 (stats taken from a weaponsmith's boastful post on the forums) for this example does roughly 77 per shot (same average dmg method), so 154 per LS2 shot. Action speical cost: 50A (with temporary 15% weapon powerup, 42A).
900 / (35*1.5) = 17 LS2 shots before CDEF Carbine user is out of Action ignoring regen (not too far of a stretch in heavy combat). 17 LS2 shots at 124 avg. damage each is 2108 damage per full player Action pool.
900 / 50 = 12 LS2 shots before DH17 Carbine user is out of Action ignoring regen. 12 LS2 shots at 154 avg. amage each is 1848 damage per full player Action pool. (with 15% powerup - 2156 / full action pool)
For a default Human Marksman action pool, the CDEF dishes out 14% more damage than the DH17. With a temporary powerup, the DH17 can only manage 2.3% more damage than the barebones CDEF.
This doesn't take into account the speed differences between the weapons (in this example the CDEF is 3.2 and the DH17 is 4.0), nor does it account for overkill damage (another advantage for using CDEF - becomes less relevant when hunting bigger game).
In my opinion, for a typical Action pool size, a Weaponsmith crafted Carbine with full experimentation and the best available materials should at least slightly outperform an Artisan CDEF without needing powerups.
Hope this helps....
Ack! I hate not having an edit option...
The calculation for number of shots by the DH17 should read:
900 / (1.5*50) = 12 LS2 shots before DH17 Carbine user is out of Action ignoring regen.
oh, and by "154 avg. amage" I mean 154 average damage. ![]()
I'm glad I'm not the only one experiencing this. I've got a Carbine (D17?)that I bought from a Low-end Weaponsmith. It wipes out my action pool in four or five SHOTS.
Also, I think the penalty for Bone Armor coupled with this bug makes it unplayable. I've dropped all armor besides Gloves and Boots (for looks).
Has anyone else noticed a severely slow action pool regen rate due to Carbines and Bone Armor? I'll be sitting with friends wearing almost the exact same gear and take 5 times longer to autoheal.
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