Carbineer Archive

Thread: Updating the Top 5: Input needed

Subedeimatt
Tue Aug 17, 2004 8:03 am
#14

From the original top 5;


I'd definitely include 2 (speed),3 (defenses) and4 (damage type). If our HAM issues are to be taken care of as part of the general revamp on HAM I don't see any point in including this as a top 5 issue, leaving us2 more issues to bring up at the summit. I think distinction is a very important point to make but as TA posted, it's a bit flaky as to how that's defined and how changes can be made to make us more distinctive. Inmy mind, distinction really equates tothe application of states (the most of any class),an improvement in damage ability in both PvE and PvP (not the best, not the worst,somewhere in the middle) plus emphasis on crowd control (cone specials). In this respect, fixing redundant specials and adding newabilities at mastergives some meaning to "distinction"along these lines - maybe that could all be tied up as one or two issues in the top 5 (kind of here's the problem and here's a partial solution style approach).


Well that's my tuppence worth anyway, good luck with the summit Nova.






sssSubedeisss
Ex-Mayor of Waypoint Rori
Master Bounty Hunter & Master Carbineer
sssssssssssssssssssssssssssssssssssssssssssss
Rorenikibi
Tue Aug 17, 2004 8:47 am
#15

I'd still like to see a second AP2 carbine. The Laser is just too unreliable because of the extreme damage spread, to say nothing of its pathetic speed.


To be honest, I'd like a functional Carbineer AP2 weapon that doesn't require BH Carbines IV or tens of millions invested in SEAs.


I stand by my earlier assertion, a Bionic Carbineer is no morea "real" Carbineer than a Bounty Hunter Carbineer.




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


TAfirehawk
Tue Aug 17, 2004 8:50 am
#16






Rorenikibi wrote:

I'd still like to see a second AP2 carbine. The Laser is just too unreliable because of the extreme damage spread, to say nothing of its pathetic speed.


To be honest, I'd like a functional Carbineer AP2 weapon that doesn't require BH Carbines IV or tens of millions invested in SEAs.


I stand by my earlier assertion, a Bionic Carbineer is no morea "real" Carbineer than a Bounty Hunter Carbineer.






Very true, lets hope these fixes/changes will put a PURE Carbineer in a position of BALANCE, instead of begging for table scraps......





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

cellshock
Tue Aug 17, 2004 9:09 am
#17

I say move #8 up to round out our top 5. With all the TKA/Rifleman/Jedi running around, how much crowd can we control now anyway? Every profession's identity is kind of fudged up now, may as well concentrate on making our shots stronger.


I'd rather have one or two more specials added to my list that really give me ways to slow you down and hurt you. Make Supression Fire 2 dizzy as it posture changes (and make it connect more often dammit!!) or change Scatter Shot to do something like BH's Stopping Shot or Marksman's Warning Shot. Add that to our Crippling and FullAuto attacks (which is MUCH BETTER, but should stick states on a little longer) and we would be TRUE crowd control, thus solving both problems of #7 and #8 at once.



`Celly `Cell

My Character: Reggie Mayfield - Imperial Master Bounty Hunter & Master Carbineer
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novamarine
Tue Aug 17, 2004 10:08 am
#18

The AP issue is a good and valid point. I will fold it into issue #4.
TAfirehawk
Tue Aug 17, 2004 10:24 am
#19






novamarine wrote:

The AP issue is a good and valid point. I will fold it into issue #4.







On this subject, how does this sound:


Pistoleer - mostly AP0 with few AP1
Carbineer - mostly AP1 with few AP2
Rifleman - mostly AP2 with few AP3


Of course the AP issue is part of the bigger DPS picture that mainly calls for a HUGE nerf to Rifle Speed....and I still contend Carbineer is very balanced so lets make sure WE don't get any major nerfs that would keep us behind the curve.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Brilyn
Tue Aug 17, 2004 11:04 am
#20

Yeah, I can back 1, 2, 3, 4 and 7/8.





Brilyn
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weaponmaster88
Tue Aug 17, 2004 11:29 am
#21

well i think #1, 2, 3, and 4 aredefinetly major priorities. there are those rumored new weapons, but noone knows when they are coming out so if those do get pushed through they might solve problem 4. carbineer actually is pretty distinct. it would be nice for our specials to actually land the states once in a while, because i can fire away all day at higher level things and people and never land a state. so if the devs can increase the "potency" of our specials i think we would be pretty distinct and wouldn't even really need a 5th issue, i'd be happy with 4 if it helped them get fixed faster. but if you must pick a 5th then 7 would be the best bet.



Xerses- Master Jedi

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Rorenikibi
Tue Aug 17, 2004 1:52 pm
#22






TAfirehawk wrote:





novamarine wrote:

The AP issue is a good and valid point. I will fold it into issue #4.







On this subject, how does this sound:


Pistoleer - mostly AP0 with few AP1
Carbineer - mostly AP1 with few AP2
Rifleman - mostly AP2 with few AP3


Of course the AP issue is part of the bigger DPS picture that mainly calls for a HUGE nerf to Rifle Speed....and I still contend Carbineer is very balanced so lets make sure WE don't get any major nerfs that would keep us behind the curve.




Amen, I hear this sickening rumor about a 2 second speed cap on us, which in the current scheme of things is our death knell. With a lack of damage penetration on contact, we're WAY too dependent on rate of fire to apply states to lose the 1 second cap.


Personally, I believe that Rifleman speed doesn't need a hard cap, certain shots simply need to have their forumlae altered to make some Heavy Machine Gun shots fire at the one second cap and other more Sniper style shots fire slower.


From where the ranged professions are from a functionality standpoint, you REALLY don't need to screw what works to fix what's broken.






Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


EisMan_Buckeye
Tue Aug 17, 2004 4:21 pm
#23

As they stand now, I would rank the top 5 as:


  1. Carbine Selection

  2. Defenses

  3. Speed

  4. Distinction

  5. HAM Costs

One thing I was thinking about, was combining speed, HAM costs, and defenses into one issue and calling it a balance issue. It seems to me that those 3 things are high up on the list of things to fix in the combat balance, and wasting 3 out of our 5 issues on them might leave some other important issues untouched. On the other hand though, I'm not so sure it is a good idea to overload one issue, thus making it too broad and general.


I also propose a new issue, related to the lack of accuracy that we (as well as all ranged professions) have when facing Jedi. I don't want to be the one crying nerf or anything, and I'm not saying we should hi tthem 80% of the time, but I do think something needs to be done about our lack of ability to hit Jedi. Perhaps this is more of a BH issue. They may even have it in their Top 5, I don't know, but someone needs to step up and be heard about it. This may also be considered part of the "balance" issue.


With that in mind, I would revise my picks for the Top 5 to this:



  1. Balance Amoung Combat Professions

  2. Carbineer Distinction

  3. Carbine Selection

  4. Master Level Reward (i.e. new special, certification, etc.)

  5. Our lack of being able to participate in high end PvE (this may be considered part of #3, but I couldn't think of anything else, and I think this will really drive home the point about our lack of damage types and AP)



__________________________________________
EisMan Buckeye [COG]
Mercenaries do it for money
[Master of Carbines] [Retired Mercenary]
__________________________________________


TAfirehawk
Tue Aug 17, 2004 6:27 pm
#24






EisMan_Buckeye wrote:

As they stand now, I would rank the top 5 as:


  1. Carbine Selection

  2. Defenses

  3. Speed

  4. Distinction

  5. HAM Costs

One thing I was thinking about, was combining speed, HAM costs, and defenses into one issue and calling it a balance issue. It seems to me that those 3 things are high up on the list of things to fix in the combat balance, and wasting 3 out of our 5 issues on them might leave some other important issues untouched. On the other hand though, I'm not so sure it is a good idea to overload one issue, thus making it too broad and general.


I also propose a new issue, related to the lack of accuracy that we (as well as all ranged professions) have when facing Jedi. I don't want to be the one crying nerf or anything, and I'm not saying we should hi tthem 80% of the time, but I do think something needs to be done about our lack of ability to hit Jedi. Perhaps this is more of a BH issue. They may even have it in their Top 5, I don't know, but someone needs to step up and be heard about it. This may also be considered part of the "balance" issue.


With that in mind, I would revise my picks for the Top 5 to this:



  1. Balance Amoung Combat Professions

  2. Carbineer Distinction

  3. Carbine Selection

  4. Master Level Reward (i.e. new special, certification, etc.)

  5. Our lack of being able to participate in high end PvE (this may be considered part of #3, but I couldn't think of anything else, and I think this will really drive home the point about our lack of damage types and AP)







#5 is really covered in the others and honestly #4 is silly IMO. We already have more Specials than any other prof so asking for another seems silly and I have always been against that one. And the cert part at Master is taken care of in #3.


And I believe Nova will agree with me, but keeping all requests VERY specific with EXACT numbers helps promote our cause more than combining a lot of items into #1. While I like your thought process and trying to expand to cover everything is great, personally I think we get a better response from the Devs with the "old" list.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Bennyboy4308
Tue Aug 17, 2004 6:29 pm
#25

Actually #4 is very important. I'm just a carbineer dabbler ATM and I feel that I'm not missing a thing. I have crippleshot and the area attack line. Really if I were to master carbineer, I would gain a little more accuracy (overkill) and a few sad defenses. I'm much better off using those skillpoints in pistoleer and medic.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Comander_Madeen
Tue Aug 17, 2004 7:15 pm
#26

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