Carbineer Archive
Thread: Potential Top 5
EisMan_Buckeye
Fri Aug 20, 2004 10:04 pm
#15
DoctorCoryn wrote:
Looks good, as usual... seems we've all seen these issues before somewhere!!
There's a name from the past. Howdy Doc. How ya been?
novamarine
Sat Aug 21, 2004 12:05 am
#16
Here are my potential Top 5 Issue for you to review. Please give me your comments. If you find any typos or grammar problems please point those out (mega busy at work so help proofreading is appreciated). I think this list should give me all the ammo I need to make strong arguments to get us fixed. I'll deal with bugs and our few redundant specials once the sandbox is up.
1. HAM Costs
The HAM costs for the various carbine specials are so high that the carbineer skills cannot be effectively used in combat without doctor buffs, extensive food use or heavy investment into medical skills.
Solution: Lower the HAM costs to bring them in line with other ranged professions.
2. Carbine speed
Currently carbineer has +60 at master and as a result, carbines are the slowest of the ranged elite professions. This makes it difficult to contribute to a group in PvE because other classes are firing faster thus doing more damage. It also makes engaging in PvP largely futile. The low speed of the class forces players to either accept it, spend millions on speed enhancing tapes or spend all of their remaining points to add bounty hunter for more speed just to compete with what other professions get at Master.
Solution: A little speed goes a long way. Bringing the class up to +75 speed at master would help infinitely.
3. Defenses
Carbineers lag behind other elite classes in defenses. Even melee classes typically have more range defense than carbineers. The class has many AoE/cone specials which draw significant attention to the player. Without sufficient defenses, these skills are more suicidal than practical. In addition, counterattack is not working properly in that it is; #1 not working frequently enough and #2 not “counterattacking” (it appears to be working merely as a dodge).
Solution: Fix counterattack so that it “counterattacks” and activates as often as it should.
Solution: Increase range defense.
Solution: Increase resistance to states including stun and blind.
Solution: Increase range defense.
Solution: Increase resistance to states including stun and blind.
4. Carbine Selection and Effectiveness
Carbineers only have access to carbines that do energy, acid and heat. These are incredibly common resists in both PvE and PvP. Many high-end targets (for example, certain nightsisters) cannot even be damaged by carbineers meaning they are unable to participate in certain high-end content. Other ranged classes including Pistoleer and Rifleman have access to many more types of damage including stun.
In addition to being unable to even damage certain mobs, many other mobs are merely tickled by our damage. In these cases, the reason is heavy armor and high percent resists. We are a medium-speed weapon profession, yet have only 1 medium armor penetration carbine. This makes it impossible for Carbineers to contribute in a meaningful way in high-end content. The combination of little choice in damage-types and lack of armor penetration makes carbineer unable to participate and enjoy high-end PvE content and “dungeons.” It is highly unfair that this profession is unable to participate in the end game dungeons.
Solution: Increase selection of carbine damage types beyond the most common resists so that Carbineers can be effective in both PvE and PvP. Suggestions include an electricity carbine, cold carbine and/or stun carbine.
Solution: Increase the AP rating on the DXR6 or Elite Carbine to AP 2 and/or add new carbines to the game that have AP medium armor ratings.
5. Carbineers have lost distinction
When the game went gold, Carbineers were seen as a crowd control profession because of their knockdowns, posture changes, cone specials and state-applying specials. Changes to these states have made them much less useful and as such Carbineers have lost their distinction as a crowd control class. Aside from the fundamental difference between the weapons themselves, there is little difference between carbineer and other ranged classes. Right now the only minor thing that separates Carbineers from other classes is the numerous states that carbineer specials can apply to targets. However, these states (stun and blind in particular) are so minor in their effects, many players do not even know what they really do or if they are even working. For example, when something is intimidated (which is available at novice brawler – 15 skill points) it is easy to tell the damage of that target is being reduced. When a master Carbineer (92 skill points), stun and blinds a target, the effects are minimal and nothing compared to intimidate. Further, it is impossible to apply states to targets in high-end PvE. There isn’t just a low chance, there is zero chance (repeated use of state-applying specials never applies a state). Flip side to this, Jedi walk right up and stun, blind and dizzy high-end targets with easy.
Lastly, other classes such as Pistoleer and Rifleman want states added to their specials which would further erode the uniqueness of Carbineer.
Solution: Posture changes are far less potent and useful than knockdowns as they merely deny movement compared with knockdowns with deny movement, deny attacking and increase damage taken by 50%. They merely serve as way to “crowd control” large groups of targets. However, both posture changes and knockdowns have the same 30 second immunity. Please consider reducing the time on posture changes to 15 seconds so that Carbineers can act as crowd controllers again.
Solution: Stun and blind applied from Carbineer (elite profession) are less potent than intimidate (Novice Brawler). Please increase the effectiveness of stun and blind. It is a great disadvantage to be intimidated and Carbineers feel being stunned or blinded should result in a similar penalty.
Solution: Carbineers need to be able to apply states to high-end mobs. This does not need to be a 100% chance but give us reasonable a chance to apply states.
Therascalking3
Sat Aug 21, 2004 12:16 am
#18
kill suggestion of stun carbine and replace it with blast.
big up the defense
if speed is 90 on the other profession ask for 90. We dont want to still be behind
push the fact that if they want us to be the state layers then to make us true state layers of useful states and to make our states with high probabilities of sticking unless the guy is hardcore defense stacking. Make sure that if they want us to be the state layers that the other two ranged classes dont get the state laying specials as you did. And finally if they dont want us to be the real state laying ranged guys any more then make us powerful like the other ranged classes. (personally i would rather be the crowd control state laying debuffer kind of carbineer than just a small gun sized rifleman so push the earlier points.)
Rorenikibi
Sat Aug 21, 2004 12:44 am
#19
Electricity.
Therascalking3 wrote:
kill suggestion of stun carbine and replace it withblast.
Therascalking3
Sat Aug 21, 2004 12:58 am
#20
Rorenikibi wrote:
Electricity.
Therascalking3 wrote:
kill suggestion of stun carbine and replace it withblast.
no you misunderstood what i said.
He suggested electricity, cold, and stun
I want him to take stun out of that list and put blast, but electricity is already there.
RebelKangaroo
Sat Aug 21, 2004 10:19 am
#21
Looks good Nova, excellent as always. And I'm with TA here, if they really want us to be the state layers, we might as well be able to lay a ranged Intimidate at master.
DoctorGriggs
Sat Aug 21, 2004 10:53 am
#22
Very good novamarine. Number 2 and 4 are key to me. Speed at master is TERRIBLE compared to the other ranged professions and I should not have to pick up BH to be competitive.
DoctorCoryn
Sat Aug 21, 2004 2:20 pm
#23
Hey EisMan!
EisMan_Buckeye wrote:
DoctorCoryn wrote:
Looks good, as usual... seems we've all seen these issues before somewhere!!
There's a name from the past. Howdy Doc. How ya been?
Still sweltering in the heat here at Fort Bliss, preparing to go overseas... in another month, I move to Fort Polk, LA to work on ubran training at JRTC... other than that, things are going OK as can be... figured I'd pop in and see what everybody was up to, since I'm able to check my e-mails and stuff
It's good to see the old names still around here even during my absence from the game!
sonofarebal
Sat Aug 21, 2004 4:11 pm
#24
The stun status effect does work and should be utilized. It reduces the damage the person does and also makes them easier to hit, a perfect trick for a ranged person trying to take on a melee. Blind also works, it reduces the persons accuracy. Even so, the status effects on carbineer dont seem to last long enough. Their durations need to be increased so they can be used to their full extent.
-Dynu Iwrobarc
Server: Lowca
4nakin
Sat Aug 21, 2004 5:06 pm
#25
Great post overall, but like a few others have said, I can deal with the HAM costs, as bad as they are,but the defenses we're given are terrible. I may be in the minority of master carbineers that have this problem, but i have ZERO melee def and my only ranged is from master carb. I really need more defense to stay competitive with, well... anything. The new carbines/ new damage types would also be great, and i think a ranged intimidate would make us as powerful as we deserve to be.
tylerdurden
Master Carbineer / Master Doctor
PanzerGR
Sat Aug 21, 2004 8:51 pm
#26
i just got into carbineer but ive been around since beta.....seen mor eof these posts on more professions than half the people around ever bother keeping tabs on..and i play a lot in game and have doen every combat profession except rifleman.
and i gotta say that this top 5 abotu sums it up from what ive seen so far.
Carbines can actually be quite slwoer than rifles due to rifleman mods, and do less damage than rifles. An added speed would be beneficial
Carbineers, liek swordsman, have practically no defense.....but even swordsman have betetr defense in soem regards than carbineers. I think carbineers really r the worst defensive class, which is odd because they would be in combat at shorter ranges than rifleman, seemingly.
I LOVE the carbineer ability to state everything with fullauto. It is what gives carbineers a large niche in combat from my experience most of the time. I actually have decent success with it in PvP...but yes against high end mobs it doesnt work hardly at all......however on THAT note, i must say that on most high end mobs my Carbineer attacks dont work on (liek Nightsisters, Geo cave kwis, corvette mission MOB's, etc) the state ffects from other proffs, liek TKA, dotn work either. Im not sure giving US the abilityt o state better is a real solution.
Also going witht hat......TKM's, BH's, and other can stun and/or blind their opponents...if you increase stun and blind effects for US you also do it for them.....and it may be a greater "evil" , if thats the rigth word, to increase the state effect. I would HATE to get intimidated by a TKM and then have them use enhanced stun and blind abilities on me.
Out of any ranged profession carbineers suffer the MOST out of lack of damage types. Pistoleers have energy, acid, heat, stun, kinetic, and ven blast (if they use a launcher pistol) ... rifleman have cold, heat, energy, stun, acid damages... Carbineers get 3, energy acid and heat. We need to have SOME other damage type to use.
Im not so sure about giving us medium AP...we alrdy have laser carbines..... no [pistol has or should ever have medium AP...... medium AP should be reserved for rifles and swords. But i wouldnt mind seeing soem Light AP higher-damage Heat or Cold, or even stun weapons. Having a light AP stun carbine would be great, and itd put us just under rifles, and above pistols.....as the order should be.