Carbineer Archive

Thread: Carbineer Issues

TAfirehawk
Thu Mar 25, 2004 3:54 pm
#14




  • counterattack (not working) - defenses (too low)

  • HAM costs (too high)

  • low selection of carbines (only heat, acid and energy)

  • speed (too low)

  • High end specials, AoE in particular, need to be moved higher up tree and some to Master




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

BMGundam
Thu Mar 25, 2004 4:49 pm
#15

1. Defense
2. Speed
3. carbine damage types - I'd like to see restraint and/or stun
4. chargeshot animation - interfering with the ability to knockdown a target
5. damage output and carbine accuracy while moving

6. everything else
AzSteve
Thu Mar 25, 2004 5:07 pm
#16

In order of importance to me:



  1. HAM Costs too high on both weapons and specials

  2. Not enough damage types available - need a larger breadth of weapon selection

  3. Counterattack should be more effective as a defense, OR it should generate a free attack when it comes up

  4. Speed bonuses for Carbineers are too low - should not have to master BH Carbines to get decent Carbine speed!

  5. Poor array of defensive modifiers compared to other combat classes (though improving Counterattack functionality would obviate this issue for me)


Alyc Voleslayer of Kauri

Rabidmutt
Thu Mar 25, 2004 5:11 pm
#17

As far as my priorities go:


1. HAM


Obviously, HAM has been an issue and needs to be lowered. It needs to be lowered because I hate having to live on buffs 24/7 to pvp, and ever since ryshcate was dumped, Breath of Heaven doesn't help me enough when in emergencies (I use BoH when I'm about to engage in PvP and I'm unbuffed and unprepared). In summation, I pretty much help the enemy kill me at a quick rate.


2. PvP effectiveness, damage output


If you've ever fought against a man with a rifleman/tkm template, buffed, has 90% base resist armor with stun to compliment and a jawa ion rifle in hand, you will learn the true meaning of futility. Not really so much the template and buffs, but most hardcore pvpers I play with seek to obtain the best available armor they can find. My damage output, as you can see, is pretty damn low. For PvE, however, carbineer works beautifully. If you're a rebel and have taken down an entire squad of eight or sostormtroopers in their march formation in about 30 seconds (faa2 spam, cs2 and burstshot 2 to pound them with afterwards), it's magnificent. Granted, we have plenty of versatility, I'm just hoping that maybe our damage output can be bumped up a bit with crippleshot or burstshot.


3. Speed


Bump up the speed. For being masters of the use of carbines, we're pretty darn slow. Personally, I have MC/BH carbine 4 to stack the accuracy and speed, which helps immensely, but MC's on their own are a tad sluggish. Bumping up the speed by 20 or so would be satisfactory.


4. Weapon variety


Weapon variety for carbines I rate it to be pretty low, considering all we have is acid, energy, and heat. In my opinion, we should get a stun carbine of our own to compete with pistoleer and rifleman, or at least get a higher variety in other damages. We at least need more weapons that has soemthing other than heat, acid, or energy. It gets a bit tiring.


5. Defenses


We could use a little bump in defenses versus debuffs.


As you have noticed, my opinions go strictly off the fact that I'm an avid PvPer. I'd bump up weapon variety a little higher, but I feel it's best that HAM, damage output, and speed for regular MCs get an upgrade before the luxury of weapons. Defenses aren't my high because I don't focus as much on def stacking as much as offensive stacking, hence my MC/bh carbine 4 template.




-Fonz Muttski
For Teh Win!
SWG is six feet under.
Bayland
Thu Mar 25, 2004 5:32 pm
#18



1. Speed


2. HAM


3. Defenses (Melee mainly)


4. Mine* More consistent / persistent state changes (Dizzy mainly)


5. Carbine Selection


6. Accuracy




Valcyn -- Lt. Pendag Bal - Master Doctor / Master Swordsman
Tarquinas -- Waog Whawn - Doctor / TKA / Power Supplier, Steel Legion
OnlyMaestro
Thu Mar 25, 2004 6:25 pm
#19


HAM Issues

Lack of Damage Types

Lack of Weapons


Also...since Combat Revamp has been delayed for...who knows how long. We will remain not balanced for PvP. In truth, if you want to PvP you're better off being a rifleman -- our status effects + KD are easily defended against.


With Combat Revamp being delayed, will we get bumps up at all?

Message Edited by OnlyMaestro on 03-25-2004 08:27 PM



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

Skee100
Thu Mar 25, 2004 6:46 pm
#20


  • HAM Costs

  • Speed

  • Lack of Damage Types

  • Accuracy

  • Damage Output

I put damage types above accuracy and damage because just to have a useful damage type might help against opponents with high resists to our main weapons. Just once, I'd like to see a dungeon loot for Carbineers, with Pistoleers and Rifleman getting all the nice new weapons. The Nym carbine just isn't enough.




_________________________________

"And the Lord did grin, and the people did feast upon the lambs, and sloths, and carp, and anchovies, and orangutans, and breakfast cereals, and fruit bats, and . . . "
Cakins7005
Thu Mar 25, 2004 8:17 pm
#21

Speed is one that is VERY important. As a stand alone Carbineer without Master Marksman and skill tapes, I am very slow. Stand-alone Master Riflemen and Pistoleers laugh at my speed and they can both outdamage me.


Our special attacks are still crappy. Flurry shot 1 and 2 should be a Carbineer move, not a Rifleman move. What use do they have for a reliable dizzy attack? While we are hitting full auto attacks and hoping for a dizzy hit, Riflemen are spamming Master Head Shot or Strafe 2 and Pistoleers are hitting Fan Shot, causing us a lot of damage before we can even stick dizzy on them.


Our damage output is terrible in PvP and in PvE. Against the new robots invading cities, I barely scratch them. Rifleman Strafe Shot 2 outdamages Burst Shot by too large of a margin. Our weapons can't do anything against 80% comp. In my opinion, every profession needs a stun weapon. Otherwise, just the few classes with stun weapons will dominate because the max stun resists that comp armor can have is 45% while the max on everything else except electric is 90% sliced.



Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
Kevko_Casanova
Thu Mar 25, 2004 8:53 pm
#22

1) HAM costs

2) Need more variety (we only have heat, acid, energy)

3) Nym Slugthrower should be kenetic damage

4) Elite Carbine should be elite, i.e. Be better than our Laser Carbine

5) Reward for Master


If all get fixed I'd be a very happy person. Right now I started an alt-toon to be Pistoleer/Smuggler pistol tree/BH pistol tree



-----------------------------------------

Kevko Casanova

former member of Ghost and Fobia.

4/4/4/2 Doctor | Master Carbineer
whiddawaht
Thu Mar 25, 2004 9:01 pm
#23

1. we need a reliabile dizzy move

2. not enough variation in carbine dmg types

3. HAM costs too high

4. Defenses, (counterattack, Ranged def, etc.)

5. Bad PvP




-Zantar Zorak- Zabrak who likes Z's-


zzzzzzzzzzzzzzzzzzzzz


memnoch37
Thu Mar 25, 2004 9:34 pm
#24


  1. HAM costs (too high)

  2. low selection of carbines (only heat, acid and energy)

  3. defenses (too low)

  4. counterattack (not working)

  5. damage output in PvP (not able to kill armored/buffed opponents)

First two are the biggies.

Low defences would be mostly taken care of by fixing counterattack and/or raising our counterattack mod.

Damage output inbothPvP and high-end PvE wouldn't be as big of an issue if we were given a few more damage types (and a stun carbine would freaking rule)


Thanks nova!







Memnoch

Hobgrob
Thu Mar 25, 2004 10:47 pm
#25

1. Ham cost (too high)

2. Damage output in PvP (too low)

3. speed (could be a solution to no.2)

4. Weapon selection (could be a solution tono. 2)

5. def. vs status (def vs stun would be nice)



And the love... we want cool loot!!



--------------------------------------------------------------------------------------
Oran Leva, Ahazi, Tatooine, Dystine
ex-Master Droid engineer/Master Artisan
Teras Kasi Master/Master Pistoleer

I was a crafter before I opened my first holo. It showed me the light, and I let go of the crafting tool, never to touch it again...
InfluenzaSWTA
Fri Mar 26, 2004 1:00 am
#26

1. Low selection of carbines.
2. Low damage output in PVP.
3. Special redundancy (WildShot1/2 vs LegShot2/3)
4. Special HAM costs.
5. Speed.





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