Carbineer Archive
Thread: Carbineer Issues/Problems Reported
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.
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.
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.
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.
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.
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.
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
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.
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;
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.