Carbineer Archive

Thread: Carbineer Issues/Problems Reported

Knightcrest
Mon May 02, 2005 6:43 pm
#14






TAfirehawk wrote:





Craxus wrote:


Maybe it's my account as I still have DXR6's that show up needing heavy weapons III.

Those are the numbers I always get. fighting a level 77 battle droid. It is consistant with my BH skills too. Spray shot 793. underhand shot 793. confusion shot 394. Torso shot 394. It seems everything that applies a state does 394 and evrything else does 793. THe only one that does more damage is Critical shot which hits with 1019.

Could be just me but I will test some more tonight.






If your DXR6 shows up with that skill req, then you are most certainly bugged or not on a fully updated server.




I just checked mine that was in a locker in my guild armory and it still had Incendiary III as a prereq listed. So there must be something up with some of them or some of us.




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TalonKarrdeTN
Tue May 03, 2005 12:30 am
#15

TA, just wanted to say great job on the list at the top there. I especially agree with the points on Distinction, Suppression Fire and Area KD/CS2. To be honest I've been playing EQ2 the past month and a half and had just been kinda idle in SWG other than weekly guild meetings. I created a character on TCEP3 and tried 2-3 templates but all based on Master Carb which I plan to keep no matter what on my main (and didn't want to deal with respecing there until I decide which direction I want to go). I was glad to come back here today and read your confirmation of what I seemed to be noticing on SF/ASF. And really missing CS2 alot. I never got around to trying Adv. Rapid Fire to see how effective it was compared to Improved Legshot but with TC frog weaps, ILS was by far the highest damage dealer. Assuming that remains the same, I'd gladly trade in ARF for an "Advanced Charge Shot" which brings back AoE KD.

Other than what you've detailed, the main disappointment I found while testing/playing around in terms of being a support role/crowd control role primarily as a M.Carbineer was that unless I just wasn't paying close enough attention (HIGHLY possible and please do correct me if I'm wrong on this), we don't seem to lay states naturally like we did. If both Suppression Fire and Crippling are supposed to do a snare effect, I'd prefer Crippling have a chance at a stun effect for example. IFAA would be nice if it also included a chance at a dizzy effect, if it would be too unbalancing to do the 'random between dizzy/stun/blind' like it used to be. Maybe Scatter could have a chance at blind. I posted something to this effect in the little feedback survey that pops up when you log out....if our DPS warrants being reduced some and become more truly middle of the road in that regard, I'd gladly trade that for more true mob/crowd control/strategic usefulness within the profession. Someone what wants more DPS can mix in other profession skills to compensate in addition to it, but as you pointed out, the absolute primary role of a carbineer should be about mob/crowd control/management, and based on what I experienced last night, outside of IFAA (and that alone certainly doesn't accomplish it) I just didn't feel much of anything approaching what it should be.





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TalonKarrdeTN
Tue May 03, 2005 12:34 am
#16



TAfirehawk wrote:


Talset11 wrote:
Action costs is what really kills carbines for me right now. Temp is MBH/MCarb/pistol 0/0/3/3. Was fighting Krayts using my scatter pistol i could take down a giant with action left over. Using any of my carbs id run out with the krayt having half his health left. Action drain on my scatter was 84 and my carbs it was 110's-120's. Now if carbs did more damage to make up for the cost i could see the point but with weapons all being about the same based off of levels this really needs to be addressed.
Tal'set



Not sure what weapon you are using, but Special Action Cost on all Carbines is 94 (DXR6 is more) and right in line with Pistols.





I'll have to check again to be sure tonight, but I could have sworn that all the SAC's on the weapons I was wielding (again, TCEP3 with frog-obtained weaps) was a little over 100. I did try a template involving commando for a good while and may well just be remembering those weapons and be getting the two mixed up/confused, but I'll try to remember and check to make sure later when I'm home from work.





Characters:
Tynd (formerly Tyndaleon) Starstrider (human)
Tharilac Crey'lya (bothan)
Tibattican (wookiee)
Tiomeg Bysik (ithorian)

Beta & Day 1 Tarq Vet, Longtime Officer & Member of the Order of Infinity (IFN), Current member of Wraith Squadron (WSQ)
_scout_
Tue May 03, 2005 3:10 am
#17

Oh btw. TAfirehawk

The current xp cap on gain XP from creatures far below your level is also damaging ability to play crowd control and use area shots.

As one equal lvl creature will be an even match, but two will in 90% of the time kill you, you cant risk aggro multiple of them by using area shots.

If you go against lower level creature which would be a challange when multiple of them attack you, where you would like to want some area shots to hurt them all at once (say 10 lvl below your level, but 5 or 6 of them attacking you). You dont get any xp for it even if it is a risk and challange.

If you are grouped in a full group and attack several equal lvl creatures and risk aggroging more at once by using area shots you will in 90 % of the time kill yourself if not the whole group too. With creatures lower than grouplevel the risk only goes down minimally.

The 10% xp reduction and the current level-damage mitigation/bonus hurts us as "should be" crowd control with area attacks.

Currently grouped or solo I dont see a good opportunity to use my area shots and be of good use too (maybe with an area root) but even then an area attack would be in those cases where you get XP suicide or not wanted from the group because of the high risk and if you could risk it (and it would still be a challange) you wont earn any XP.



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Roemek
Tue May 03, 2005 11:26 am
#18

Well crowd control doesnt mean taking on 8 equal level mobs by urself.


It means when your group pulls 1 target if 1-2 other targets link to it, it is your job to distract these targets until your group can dispatch the main target and assist you. This doesnt mean your the only 1 on crowd control, generally depending on group size u will have someone helping you.


The whole point being to not let your tank get pounded by 2-3 mobs at a time cuz he wont last.


As a Combat Medic / Carbineer im all about crowd control and have been able to hold off 2 equal level mobs by myself while my party members dispatch the main target. I'm not saying its easy, but its all about strategies that your using. Be careful what abilities you do use.And no I cant hold out for ever, but even if I distract them for 30 seconds, thats quite some time for someone else to be able to assist me. Or the main target to be eliminated.



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TAfirehawk
Tue May 03, 2005 2:16 pm
#19

Answer to the Top 3 Questions from yesterday:







Helios_SOE wrote:





TAfirehawk wrote:

1. Why does the Enhanced E11 Carbine convert to the lower E11 version but a regular E11 converts to the Mk.2?


We found that more E11 had expensive enhancements in them that we wanted to preserve so a decision was made to turn those into the higher level version.


2. What does Suppression Fire do and when it is fixed will it be the only Ability for our Primary Role in the CU Docs? It appears to have no State Effect like the Description in-game states. Without this Ability we have ZERO CROWD CONTROL Abilities beside Full Auto Area that is a damage only attack.


Supression fire should create a region of slowed movement between the carbineer and the target causing it to be much harder to approach the carbineer. In addition to this ability, Carbineers also get Crippling shot which is a fairly good snare.


3. Why are both the Level 30 Carbines not WS craftable? We have no Carbine between Level 22 and Level 40.


We'll take a loot at this one. Agreed that there should be a craftable carbine there.














Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

weaponmaster88
Tue May 03, 2005 2:30 pm
#20






TAfirehawk wrote:

Answer to the Top 3 Questions from yesterday:







Helios_SOE wrote:





TAfirehawk wrote:

1. Why does the Enhanced E11 Carbine convert to the lower E11 version but a regular E11 converts to the Mk.2?


We found that more E11 had expensive enhancements in them that we wanted to preserve so a decision was made to turn those into the higher level version.


2. What does Suppression Fire do and when it is fixed will it be the only Ability for our Primary Role in the CU Docs? It appears to have no State Effect like the Description in-game states. Without this Ability we have ZERO CROWD CONTROL Abilities beside Full Auto Area that is a damage only attack.


Supression fire should create a region of slowed movement between the carbineer and the target causing it to be much harder to approach the carbineer. In addition to this ability, Carbineers also get Crippling shot which is a fairly good snare.


3. Why are both the Level 30 Carbines not WS craftable? We have no Carbine between Level 22 and Level 40.


We'll take a loot at this one. Agreed that there should be a craftable carbine there.
















well of course they didn't say if Supression fire was broken or if they were looking at it, but at least they are fixing the other two. next time we get a top 3 pass put crowd control all 3 times



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Eclipse-Delfi
Tue May 03, 2005 4:27 pm
#21

rifleman's /kneecapshot and carbineer's /criplingshot are the exact same attack...


When I fire one, both and ONLY both start their radial shadow. This is a bad issue as it stops the advantage of having attacks from two professions. /concussionshot and /stoppingshot don't do this... yet are the same attack.





SWG.Eclipse.Delfi

Fritter_and_Waste
Wed May 04, 2005 6:47 pm
#22

eek, the broke ass suppression fire is a big deal, but as far as "crowd control", we have pretty excellent position control abilities with improved charge shot which hits harder than underhand shot and crippling shot, it's just against a single target instead of a "crowd" and i stopped interpretting "crowd control" as "area control" some time ago. If that's how it's meant then smuggler and fencerarehurting in c c even more than we would be if suppression fire were working.


that said, we do seem to lack alot of distinction...BHs have spray shot, underhand shot, duelist stance, only ranged bleed (though it's not quite damaging enough to justify a DOT), those high defs, and critical shot (criticalsdon't seem to be working,but i think it's supposed to do something special), and a blind/stun


pistoleers have fan shot, the rare and precious root, intimidate shot, a defense debuff in warning shot, a delay attack in disarming shot (which needs a nerf), a stunning shot


riflemen get kneecap shot, cover, a cool acc buff in aim, a delay attack in startling shot (which needs a big nerf), high damage headshot, and that interesting snipershot for when it's worth trading a warmup for high damage


carbineers get the nice kd with good damage, a nice snare, samearea damageas pistols and BHs with abigger cone, the wonderful suppression fire that will be an area version of our and riflemen's snares, a good damage hit in legshot, a bad damage hit in rapid fire, and a perplexing and baddamage hit in scatter shot...although we do get some nice general mods


we really feel like a blend of rifleman and pistoleer without the distincitve parts of either...

as far as damages on specials, in my testing i found:

improved legshotis ourbest damage hit,

advanced rapid fire does about 80% of the damage of legshot for only 20% more action cost, and i don't notice a faster cooldown, not as pronounced as pistoleers' quickdraw definitely

scattershot i haven't played with much, but i remember it doing less damage than advanced rapid fire
TAfirehawk
Wed May 04, 2005 7:20 pm
#23

Well I haven't given up on the word 'crowd' meaning multiple targets.....but the Devs maintain (read the answer to the Top 3 Questions recently posted here) that Crippling Shot is part of our Crowd Control. I don't like that answer and haven't given up on the idea of crowd=multiple targets.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

FaceInTheCrowd
Wed May 04, 2005 7:30 pm
#24

Alliance needler (CL 30) now shows up on list of schematics for weaponsmith on TC as of 5/4. Good job TA.




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TAfirehawk
Wed May 04, 2005 7:31 pm
#25






FaceInTheCrowd wrote:
Alliance needler (CL 30) now shows up on list of schematics for weaponsmith on TC as of 5/4. Good job TA.






Sweet, I was just logging in to TC to check that out.....


/cookie 4 j00;





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

rYsyn
Fri May 06, 2005 11:31 am
#26






TAfirehawk wrote:
Well I haven't given up on the word 'crowd' meaning multiple targets.....but the Devs maintain (read the answer to the Top 3 Questions recently posted here) that Crippling Shot is part of our Crowd Control. I don't like that answer and haven't given up on the idea of crowd=multiple targets.






They have a good point that "Crippling Shot" is a crowd control ability, but why have 2 specials that do the same thing? Surpression Fire should be an Area Snare and Crippling Shot should be a single Root.


That would be more in line with Crowd Control.


Also, it would be nice if Surpression fire lasted longer then the set up time.





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