Carbineer Archive
Thread: Carbineers got an idea for ways to make droids help you?
- How about a droid that can transform into a portable bunker where you can hide and gain additional melee defense/res.
- Or a small droid that hovers around you and intercept incoming fire giving you addition range defense/res.
MissKuss
Id like to see stuff like:
Protector Droids: A group of 8 small droids the size and shape of the bh seeker droids. these droids will hover around a friendly target (owner or groupmate of owner) and act as a 'shield' against incoming ranged attacks. The 8 droids of course are just for the animation, all 8 count as 1 droid. This Protector Droid has a HAM of 1000 and will take ranged hits for the player its protecting..once its 1k ham is gone this protector droid DIES (aka owner cant store it and repair it..its gone for good).
Sentinel Droids: Copying from a great but rather unused spell from EQ's enchanter class, 'Sentinel' droids can be an arakyd droid (minus all the hand extensions) and will fly in a pattern around the owner at pre-set distances (the droid's program menu can have the droid circle at 64mm, 100m and 150m) and will alert the player of any of the pre-set targets its programmed to be on the lookout for (the droid command would be like : /droid [pattern] [distance] [targettitle] ... so for example to be on the lookout for rancors in a 100m circle at 100m it'd be: /droid circle 100m rancor (enter).
or to be on the lookout for players it could be either /droid circle 100m anyplayer (enter) or /droid circle 100m imperial or /droid circle 100m rebel or /droid circle 100m tacwraith (if you want to be specific) OR /droid circle 100m commando (alerts of any player in perimeter wearing commando tag).
The droid will report contacts in system message alerts by : 'Sentinel reports [target] 100m to the [compass direction]' and it will show the contact on the radar screen.
Sentinel droids are expendable droids like the seeker droids are. They will work for 30 mins then die out by themselves.
Battlefield Rescue Droids: Mainly for the medic types, these droids will be like little probots who'se duty is to DRAG incapacitated group members towards the medic. Will not drag dead players.
Heave Lifter Droids: Already in game but SOE hasnt given them any use. These mammoths should have one thing only: massive storage capacity at the expense of massive datapad use. Say, the droid can carry 200 items but has a datapad space of 40/100
Soldier Droids: The infamous 'roger roger' droids from the horrible prequel movies. Unlike the current droids with combat ratings on them, the Soldier droids have one thing that makes them special: They do not come with weapons or armor (when made by the DE)..instead the PLAYER has to GIVE the droid its weapon and armor (much like they can give it to merchants to look good). The droid will use the weapon in NORMAL FIRE mode (no specials) and have a ham of about 2000. Players should be able to deploy a max of 2 of these at one time. Soldier droids have the same commands as factional NPC soldiers.
Threat Evaluation Droids: Perhaps the hardest to 'code' but definetely would be so useful everyone would have them... these droids are like little seeker droids, fly to target the player is observing (blue bracket), scan the target and report back the target's resistance to the weapon you have equipped, compares your weapon's mods to the target's defenses and your own defense mods vs target's attack rating.
So for example, a master marksman that has a CDEF equipped.. scans a rancor.. his droid would report in system message: 'Target is %% resistant to your weapon ; your combat rating is Low ; target's combat rating is High.'
or something like that. You'd be surprised how many people dont bother to examine creatures before engaging them, this little droid would remove the hassle of clicking the spatial menu..and its cool!
Electronic Warfare Droids: Multi purpose droids for combat. These droids would be the same arakyd type (but instead of arms have little antennea all over). EWD's will have the built-in options of:
1- Disrupt hostile Droids... making all hostile-owned droids function at 50% capacity. That means Soldier droids get +50% delay on shooting, medic rescue droids take twice as long to perform rescue, protector droids block half as many hits, etc. Does not work on other EW droids.
2- Counter EW droids... makes hostile EW droid stop functioning for 10 seconds..work for 10 seconds, stop working for 10 seconds...you get the idea.
3- Weapon Disruption.. emits a field that makes player ranged weapons malfunction in a radius of 30m. a 10% chance of weapon 'malfunctioning' and not firing the shot, making anyone affected lose that combat round. Affects all players in group cought in the field and all hostile players (declared enemy players or those engaged in combat with owner's group) including the owner and those in his group.
4- Jam Radar ... makes ALL radars in a radius of 100m not display anything beyond 16m of player affected.
and finally,
Light Droids. Everyone hates night.. so these droids can be flying type droids like arakyds that like the protector droids, can extend in a pattern at a set distance from player and become a lightsource. Downside to this is that a light droid can get attract aggro to the owner in the same way as if it was the owner who had walked next to a creature. Distance settings: 20m, 40m, 60m. Can also 'follow target' and emit a different light color (flashing yellow) so it can be used as a target spotter/marker. Light droids are expendable items like seeker droids.
while legshot might not be as powerful it targets 1 pool and not 3. and in response to you TA i have health fire and poison carbsso legshot does me no good
jedimaster1141 wrote:
TAfirehawk wrote:
Nadiel26 wrote:
after leg shot 3 gets a damage increase. till then i <3 crippling shot
That is a real shame you feel that way, because even right now using LegShot3 will incap before CripplingShot.....but whatever works for you
You going to "back this up with facts?" Legshot 3 is a horrible damage special, and crippling is a 5.0 mod special.. um how in the world will leg shot kill before crippling, against someone with 80% armor I can't even dent their action pool with that special. Just curious where you got this info?
lol i try to come up with something better tomorrow
Nadiel26 wrote:
while legshot might not be as powerful it targets 1 pool and not 3. and in response to you TA i have health fire and poison carbsso legshot does me no good
I would like some Health DoT Carbines, but the only one above 250/tick is Action.....
jedimaster1141 wrote:
TAfirehawk wrote:
Nadiel26 wrote:
after leg shot 3 gets a damage increase. till then i <3 crippling shot
That is a real shame you feel that way, because even right now using LegShot3 will incap before CripplingShot.....but whatever works for you
You going to "back this up with facts?" Legshot 3 is a horrible damage special, and crippling is a 5.0 mod special.. um how in the world will leg shot kill before crippling, against someone with 80% armor I can't even dent their action pool with that special. Just curious where you got this info?
Engjo wrote:
don't like droids to much but i got an idea anyway
lets say the droid can hold on to your carbines in action and you can swich them without any delay?
lol i try to come up with something better tomorrow
wow that is so damn simple i hadnt even thought if it lol. i havent read the all the suggestions on the other polls going but i could see this as a very high demand item more so for BH's then anyone else ![]()
jedimaster1141 wrote:
oh and btw, you say i try to make you look like an idiot... well quit proving me right.. in that thread you specifically state when speed capped, crippling shot is better.. well sorry for not specifying, but i meant speed capped crippling shot is waaaay better.. and besides what kind of carbineer PVPs without being capped? its just suicide.
Who said we were talking about PvP only? And this is NOT the BH Forum so who said we MUST be speed capped? I am the Carbineer Correspondent, not the BH/Carbineer Template Correspondent. My focus is to the Carbineer out there while keeping in mind what options are available to shore up the weaknesses.
And of course the numbers are different when speed capped.....duh.....but if that makes me an idiot by posting appropriate facts and figures with proper disclaimers, then AN IDIOT I SHALL BE.
For those that missed it by NOT clicking the link.....(added % difference for relative comparison)
I ran the numbers.....LegShot3 is NOT better than CripplingShot when Speed Capped.
I used Stettin's latest DXR6, 4.1 speed and 154/222 damage:
+60 Carbine Speed
CripplingShot hits Health 50% for172 DPS
LegShot3 hits Action 100% for229 DPS 33% better
+91 Carbine Speed
CripplingShot hits Health 50% for 705 DPS 25% better
LegShot3 hits Action 100% for 564 DPS
As usual, a BH/Carbineer plays a "different" game than a "pure" Carbineer.....
BTW, I will be PUSHING Carbineer to be strong without requiring BH in the Combat Upgrade.
jedimaster1141 wrote:
Im going from actual experience, and I know that with crippling I have a hard time inflicting over 150 damage per shot sometimes, and with legshot its like a pitiful 50 damage or so
Well you must understand DPS and the H/A/M hit ratio to fully comprehend the REAL effect in combat.....
Please look at this for a more thorough breakdown.