Carbineer Archive
Thread: Carbineers are NOT riflemen, so quit trying to be one
FoeHammerOne wrote:
We get +25 ranged defense and ZERO melee defense at master. That is absolute crap. We have +60 speed.. we are "unequaled in our abilities with a carbine"... yet a BH has more speed than we do, and a better knock down special. Sorry, but our weapon selection just sucks. I have to hack out 100's of thousands of credits to get a nice Krayt Laser/Elite carbine while Joe-Blow Riflemen picks up a 7.5 175-400 damage T21 with AP3 for 50k. A stun carbine would be great because that would give the ability to beat through most armor and do relative amounts of damage to the HEALTH and ACTION bars. If we don't get a stun carbine we should either have: AP2 on the Elite carbine, or a new AP2 damage type. Pistols = AP1, Carbines = AP2, Rfles = AP3.. makes enough sense, but our AP2 weapon blows because of the minium damage and the slow speed coupled with +60 speed at master.
too true. The only weapons I am able to weild proficently are krayted and Form fitted stocked. My laser carb luckily got a damage slice but I still have to rely on a speed powerup in order to do any sort of damage. Whereas rifleman and pistoleers can maximize there damage by using damage sliced weapons and damage powerups. Hopefully soon I will have my +25 in carb attachments (I have about +12 now, and 500k+ spent on them).
TAfirehawk wrote:
Hence the reason this game centers around being in a group, not solo.....
that's news to me...nearly every target in the game can be solo'd by a few key professions, or at the most 2 or 3 players...
you get penalized in xp by grouping w/ anyone even remotely outdamaging you...
the tactical interdependancies are very few & far between...all you need is tank, damage, and healing...if done correctly you don't even need healing, just prepared player taking the damage, and that same player or another player doing the damage.
i love carbineer, but in a game where pike(pve)/heavy-sword(pve)/rifle(pve/pvp)/commando(pve)/fencer(pvp)/CM(pvp...some pve) are so dominating by themselves, it's kinda hard to see how carbine's diversity can be a balance to the sheer power of other professions.
~pentjak
pentjaksilat wrote:
TAfirehawk wrote:
Hence the reason this game centers around being in a group, not solo.....
that's news to me...nearly every target in the game can be solo'd by a few key professions, or at the most 2 or 3 players...
you get penalized in xp by grouping w/ anyone even remotely outdamaging you...
the tactical interdependancies are very few & far between...all you need is tank, damage, and healing...if done correctly you don't even need healing, just prepared player taking the damage, and that same player or another player doing the damage.
i love carbineer, but in a game where pike(pve)/heavy-sword(pve)/rifle(pve/pvp)/commando(pve)/fencer(pvp)/CM(pvp...some pve) are so dominating by themselves, it's kinda hard to see how carbine's diversity can be a balance to the sheer power of other professions.
~pentjak
My point is that SOE has tried to "fix" the game to where solo'ing is reduced. I am all to familar with every point you made, but the goals and actual execution of SOE is often quite different ![]()
And quite a few changes since release have been focused at reducing solo play, along with most new things needing grouping. Of course SOE is nowhere near done but that surprises nobody ![]()
Nathanielstarr wrote:
Bounty Carbines btw is a different profession entirely.Those aren't so bad.