Carbineer Archive

Thread: Hey SOJ, just out of curiousity..

SOJ
Thu Sep 25, 2003 9:45 am
#14

Well, CaptainStormy, I'm very aware of that post. It may seem like I'm ignoring it, but I'm actually thinking about it a lot recently and I would really like to talk about it to some certain people. I must say, however, that my initial thoughts on this was because... it could be their way of "limiting" carbine and rifle strength so that it doesn't become *much* higher AND have AP on top of that. Can you see my point? For instance, 63 - 255 FWG5, AP0. Ok, well, if not for the AP it's as strong as my Laser Carb and fires faster (will fire faster if the new speed caps go in as well). But if Weaponsmiths could make, say, 100 - 400 Laser Carbines with AP2, unsliced or powered up, that would be one heck of a weapon. I mean we're looking at 170 - 680 after a good dmg slice and powerup. That's like a 6375 max crippling shot on an AR1 target.


It would currently take a Scatter Pistol 3 shots all around max damage to hit for that high, total, on an AR1 target. And that's the scatter pistol. And with the current speed cap for BHs, firing shots like that every second would be insane. Also, I don't know if there would be a laser carbine like the one I mentioned above. However, that's the laser carbine.. not all carbines would be like that, actually. For Instance, the DXR6. I got a new one the other day, 100 - 155. Not bad. Then again, I could spend 200k for a 140 - 253, 2.0 Scatter... but I can't just bring myself to spending that much on a weapon.


Also, another thing, the Devs said that they did not want 1 hit kills in PVP, which is why they nerfed the T-21. If rifles or carbines could be made (much?)better, I think we'd be seeing 1 hit kills on non-buffed opponents. That's just my opinion, though. All of this is. I am in no way trying to argue that carbine creation is broken in anyway, because I generally have no idea what's going on with weaponcrafting.
Furthermore, this is still something I'd like to bring up, even if the answers are what I mentioned in this post. Any experiences or comments that you could make on that thread would be helpful, as well.


I personally think that there are problems with carbine crafting. Carbines hardly change. For over a month, DXR6s were 96 - 144 or so. Elites have been in the 90 - 170 range for quite some time. They arn't going anywhere at all. Laser Carbines, well, I see them inching higher and higher every week. With Krayt Material, you'd think that carbines would be better. All I see are pistols. I guess you can say the same thing for Rifles. The only real change I saw for the rifle weapons, was the T21 nerf. So, I do think that carbines have crafting problems and I'm looking foward to addressing this and seeing answers, good or bad, about it.

Ron_in
Thu Sep 25, 2003 11:30 am
#15

One issue I have seen before, but deserves to be said again, is the lack of a devastating shot that hits action only. With our action bleed and broken specials legshot3 has become the best consistent action shot there is. That may change if they fix the specials, but then again it may not. It appears that we're kinda supposed to just hit random stuff or something, it's weird. It seems like shots like scatter shot don't help the idea we hit action at all. I dunno, I feel lost in this sea of problems.



Cavalieri Neri naboo
SOJ
Fri Sep 26, 2003 12:52 am
#16

Hmm, forums are under some heavy stress.


Well, concerning the heavy action dealing shot, I don't know if we can have one. Leg Shot 3 is going to be the highest action-only move that we're going to have. And it's going to be be a cone attack, which many don't appear to like... I'll discuss this and more on mythread, when I make it . Body Shot 3 will have the same modifer as Leg Shot 3 or should have the same modifier. Then after that's.. it's just random damage moves. I think the reason is this: Of course everything, you know, pool specific is powerful. Right now, it's alright. You could get a group of carbineers together or pistoleer or riflemen, etc, and focus your firepower on that specific pool with that shot. If, say, Crippling Shot was action specific.. and.. hmm.. x6 multiplier. That'd be pretty strong. I believe Leg Shot 3 is suppose to be x3. And if you got 2 more carbineers to join with you and spam that action-specific crippling shot, it'd be even better. Not to mention stacking bleeds and using leg shot.


Maybe x6 is extending it for an example.. I could see x4 if necessary, but would you give up Crippling Shot's damage for x4 to action to a single target? You could give Crippling Shot's damage to Burst Shot 2 and pump up it's HAM costs a bit. Well, I'm starting to ramble again so I'm going to end this. I'm going to make a thread, like I said in this thread, where we can discuss carbineer issues. Specials and any proposed ideas will be apart of that thread. I really wouldn't count on a lot of the ideas to go through, but if they're good or ok proposals, I'm sure they'll look at it.

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