Carbineer Archive
Thread: Important Reading
Lets start working on our punchlist on what needs to be looked at in the pre-balance. I'll start the ball rolling:-
1.) HAM costs. Bring them into the realms of reality so we don't need to be buffed to use anything more potent than an E11
2.) Counterattack. Make it work, period. It fires infrequently compared to block and dodge and it doesn't actually counter.
3.) Diversity of damage types. Any chance of a bit of choice?
4.) Leg Shot 3. Its the only broken special we have so we must be thankful. However, it IS still broken.
Discuss...
NoShields, check this thread:
http://forums.station.sony.com/swg/board/message?board.id=carabineer&message.id=35183
Novamarine wrote:
Yes, Firehawk is right. The correspondants were floated the idea a few days before this announcement. Many were disappointed but that should be no real surprise. We were asked to give them a list of requested fixes and that list needed to be brief and it had to be given to them fast. I normally like get all my info and lists right off this forum (as opposed to pushing my own personal agenda) but I did not have the time needed to poll the forums. I had to make a judgement call. Below is what I submitted. I also want you to understand that I requested what I believe to be simple fixes that would not require a massive redo of some system. Some correspondants gave some mighty long lists and I believe that just adds confusion. I choose to keep it short and sweet.
Where do we go from here? I don't know. In the beginning of the week they wanted quick fix-type of bugs. Now they are requesting proposals on system wide changes (like speed, armor, buffs, etc). We as correspondants are trying to get clarification as to what they want. I'll say more when I know more.
- Under the current system, speed is broken and needs to be fixed. However, that doesn't change the fact that Carbineer's have to play under the current system and are currently too slow to compete. Master Rifleman have 90, Pistoleers have 74 and Carbineers have only 60 speed.
- Solution: Raise Carbineer to 75 at Master. Add 5 more speed at Advanced Assault Tactics, Master Assault Tactics and the Master Carbineer box.
- Counterattack is not working properly. It does not activate enough and it does not attack back as advertised.
- Solution: Increase the frequency of counterattacking. Worry about the secondary attack later in the process.
- Carbineer cannot do enough damage in PvP under the current system (meaning current armors) in order to kill opponents.
- Solution: Increase the damage on carbines by increasing the AP rating of 1 or 2 of them.
Increase the DXR-6 carbine to AP2 (best solution given the current resists of current armors)
Increase the Elite Carbine to AP2.
- Carbineers have the extremely weak defenses and state resists compared with rifleman and pistoleers.
- Solution: Add more melee and ranged defensed. +40 melee and +60 ranged defense for a master would be fair.
- Solution: Add +20 stun, blind and dizzy defense to boxes in the Counterinsurgency line.
- Legshot3 is exactly the same as legshot2.
- Solution: Increase damage on legshot3 and convert it to a cone special.
- Carbineers can only do acid, heat and energy damage. These damage types are common and many high-end mobs are heavily resitant or even immune to these excluding carbineers from much of the high-end content.
- Solution: Add an electricity carbine. Consider changing the Nym's Slug Thrower carbine (acid! not needed!) to Nym Spark Thrower and make it do electicity damage.
KenjiTokugawa wrote:
After my initial shock and disappointment, I realized there is nothing that can be done hereexcept wait.I have waited this long, so what is a few more monthsAs for the interim fixes that TH referred to, I have faiththatthis community of carbineers and it's correspondent will see that our most pressing issues are correctly addressed.
/salute Novamarine
/salute contributors to the carbineer community
Hey, you stole my lines! ![]()
I can only agree 100%.