Carbineer Archive
Thread: CU info {as of now}
Feomatar wrote:
Those stats look really weird...
1. The non-carbineer carbines are by far the best. Really a great logic here, the guys who use three completely different weapon types (bounty hunter) and the guys who focus on coordinating a group (squad leader) get way more effective carbines than the guys that are specialized on carbines and don't do anything else than fighting with carbines (carbineer). Keep in mind, that bounty hunter and squadleader don't need more skillpoints than carbineer anymore.
2. We get the elite carbine at master carbineer, why is it nothing but rubbish? I want it's stats to be at least in line with the proton- and the E5 carbine.Message Edited by Feomatar on 04-01-2005 02:46 PM
Yeah but consider that a SL/BH without a Carbineer might not have the Carbineer Specials, so a carbineer might deal out more damage/is more effective with his "not so high" default damage output carbines then the SL with his "high default" damage only carbine but without carbine specials. Still your right with the elite. The elite carbine should be "elite" under the carbines.
In my short hour of playtime I havent checked out what is up with those differen weapon modes you should be able to use. Im not sure if I have just missed it or if its on higher cert. carbines only.
This has to be looked upon very carefully when it comes to balancing as well as I still dont know how "fixed " specials from other elite professions are tied to their weapon type. Im thinking here about e.g. a rifleman/SL combination equipping the E5 carbine using rifleman specials with his E5.
I think if this is implemented the way I think/guess you could see carbineers using lower cert. rifles to increase their range and/or damage and still be effective. Might be interesting isnt it ?
TAfirehawk?
Anything you can tell us about this possibilities or will this be handled on the fly during testing?
.
TAfirehawk wrote:What do you want handled on the fly?I mean come on guys, every single number IS GOING TO CHANGE on TC and maybe a lot after LIVE.Please address concerns in the proper place on the Forums, coming here to bring up issues will get absolutely none of them heard......use the proper forum please. I won't have time to collect issues daily from scattered threads here, the Devs have the In Concept Forum open to the public for a reason. Repeating things here is fine of course, just make sure the posts here are duplicates.
also we can't forget that these are frog produced weapons. when they are actually crafted the values will also be very different. many resources have caps and who knows what the frog goes by. and as TA said these are just being released and will probably change. so far i'm beginning to like the CU, it seems more balanced. i would like the combat quota thingy back though. its still way to early to really tell how everything is going to work....
but we should probably start searching on where to obtain the schematics for all the carbines i have listed as unknown up there. because they aren't in the WS skill tree thats why the certs don't appear in our skill trees. so get out there and find them
Feomatar wrote:
Those stats look really weird...
1. The non-carbineer carbines are by far the best. Really a great logic here, the guys who use three completely different weapon types (bounty hunter) and the guys who focus on coordinating a group (squad leader) get way more effective carbines than the guys that are specialized on carbines and don't do anything else than fighting with carbines (carbineer). Keep in mind, that bounty hunter and squadleader don't need more skillpoints than carbineer anymore.
2. We get the elite carbine at master carbineer, why is it nothing but rubbish? I want it's stats to be at least in line with the proton- and the E5 carbine.
Message Edited by Feomatar on 04-01-2005 02:46 PM
VolvoSsixtyTsix wrote:
Wait wait wait ! What about existing weapons ? Will our krayt laser carabines be adjusted to the new system. If no what is the poing of all pre-cu weapons ? This is just not right !
All weapons will be converted, there will be little to no pre-nerf items of any type.....they just wouldn't function within the new rules of damage types and AP removal.
As the Devs have said many times, great weapons now will be great weapons after the conversion......they will just be brought within reason and balance.
We all know that uber (out of balance) weapons are one of the factors contributing to the ruin of SWG.....there must be BALANCE.
VolvoSsixtyTsix wrote:Wait wait wait ! What about existing weapons ? Will our krayt laser carabines be adjusted to the new system. If no what is the poing of all pre-cu weapons ? This is just not right !
The biggest change will be what Helios stated in the WS forums. Low Level weapons will be required to use basic components and not able to use Advanced.
No listing of "Low Level", but probably the DH-17s and E-11s for us. Weapons made with advanced components in the old system will have thier damage lowered to reflect the use of standard components in the new system.
Just using a standard Blaster Power handler vs Advanced this will be a 45%-50% reduction.
VolvoSsixtyTsix wrote:Wait wait wait ! What about existing weapons ? Will our krayt laser carabines be adjusted to the new system. If no what is the poing of all pre-cu weapons ? This is just not right !
The interesting thing is, that the laser carbine was all in all our most effective weapon and everyone put their best loot stuff in it... now with the combat upgrade the laser carbine is availible at xxx1 (tier 1), so it won't be as strong as the slugthrower/dxr6/elite etc.... The best pre-curb laser carbine will still be the best post-curb laser carbine... but will the best laser carbine be better than an average elte carbine?
It could be that even with a really good adjustment spending tissues in laser carbines pre-curb could be a waste.
Feomatar wrote:
VolvoSsixtyTsix wrote:Wait wait wait ! What about existing weapons ? Will our krayt laser carabines be adjusted to the new system. If no what is the poing of all pre-cu weapons ? This is just not right !
The interesting thing is, that the laser carbine was all in all our most effective weapon and everyone put their best loot stuff in it... now with the combat upgrade the laser carbine is availible at xxx1 (tier 1), so it won't be as strong as the slugthrower/dxr6/elite etc.... The best pre-curb laser carbine will still be the best post-curb laser carbine... but will the best laser carbine be better than an average elte carbine?
It could be that even with a really good adjustment spending tissues in laser carbines pre-curb could be a waste.
Unless things change dramatically.. you wont find an Elite far better than a Laser. Lasers can be built with non-capped resources. Elites, and others, are plagued with resources capped at 100 conductivity. With new crafting moving speed and damage into two lines, the WS is going to be hard pressed to overcome the inherent poor quality of the materials used. Regardless of where the Cert lies, unless the inherent stats of the gun are tweaked the Elite will remain the ugly stepsister of the Carb line. Using current crafting methods, and building the Elite non-stocked, its a sub-200 damage gun,and that's maxing the damage experimentation line. With stocks adding a speed and ham penalty in the new system, we have to assume non-stocked will be a more common option.
Add in the fact that durability is no longer experimentable.. you're looking at 830-850 condition on them too.
WS Forum is interesting reading, Dev Helios put out a lot of info.
Message Edited by Ndrene on 04-04-2005 10:27 AM
Ndrene wrote:
Feomatar wrote:
VolvoSsixtyTsix wrote:Wait wait wait ! What about existing weapons ? Will our krayt laser carabines be adjusted to the new system. If no what is the poing of all pre-cu weapons ? This is just not right !
The interesting thing is, that the laser carbine was all in all our most effective weapon and everyone put their best loot stuff in it... now with the combat upgrade the laser carbine is availible at xxx1 (tier 1), so it won't be as strong as the slugthrower/dxr6/elite etc.... The best pre-curb laser carbine will still be the best post-curb laser carbine... but will the best laser carbine be better than an average elte carbine?
It could be that even with a really good adjustment spending tissues in laser carbines pre-curb could be a waste.
Unless things change dramatically.. you wont find an Elite far better than a Laser. Lasers can be built with non-capped resources. Elites, and others, are plagued with resources capped at 100 conductivity. With new crafting moving speed and damage into two lines, the WS is going to be hard pressed to overcome the inherent poor quality of the materials used. Regardless of where the Cert lies, unless the inherent stats of the gun are tweaked the Elite will remain the ugly stepsister of the Carb line. Using current crafting methods, and building the Elite non-stocked, its a sub-200 damage gun,and that's maxing the damage experimentation line. With stocks adding a speed and ham penalty in the new system, we have to assume non-stocked will be a more common option.
Add in the fact that durability is no longer experimentable.. you're looking at 830-850 condition on them too.
WS Forum is interesting reading, Dev Helios put out a lot of info.Message Edited by Ndrene on 04-04-2005 10:27 AM
Now thats an interesting piece of information
Ndrene wrote:
Feomatar wrote:
VolvoSsixtyTsix wrote:
Wait wait wait ! What about existing weapons ? Will our krayt laser carabines be adjusted to the new system. If no what is the poing of all pre-cu weapons ? This is just not right !
The interesting thing is, that the laser carbine was all in all our most effective weapon and everyone put their best loot stuff in it... now with the combat upgrade the laser carbine is availible at xxx1 (tier 1), so it won't be as strong as the slugthrower/dxr6/elite etc.... The best pre-curb laser carbine will still be the best post-curb laser carbine... but will the best laser carbine be better than an average elte carbine?
It could be that even with a really good adjustment spending tissues in laser carbines pre-curb could be a waste.
Unless things change dramatically.. you wont find an Elite far better than a Laser. Lasers can be built with non-capped resources. Elites, and others, are plagued with resources capped at 100 conductivity. With new crafting moving speed and damage into two lines, the WS is going to be hard pressed to overcome the inherent poor quality of the materials used. Regardless of where the Cert lies, unless the inherent stats of the gun are tweaked (this is most certainly happening)the Elite will remain the ugly stepsister of the Carb line. Using current crafting methods, and building the Elite non-stocked, its a sub-200 damage gun,and that's maxing the damage experimentation line. With stocks adding a speed and ham penalty in the new system, we have to assume non-stocked will be a more common option.
Add in the fact that durability is no longer experimentable.. you're looking at 830-850 condition on them too.
WS Forum is interesting reading, Dev Helios put out a lot of info.
Message Edited by Ndrene on 04-04-2005 10:27 AM
No you miss the entire point....stop comparing the CU stuff to LIVE it just doesn't work.
I have no idea if resources will change, but I can assure you that the Elite will be a far better weapon than the Laser....just by looking at where it is cert'd and nothing else. Now the Laser will most certainly have a use, but nothing like it is now.
Im hoping that you are correct. The Elite has always been certed higher than the laser and it's been a disappointment and a holy grail for me as a WS, trying to produce a usable one. Ive quite a collection of Form Fitted stock/high damage Krayt SPEED sliced elites /cry. One or two great ones.
I brought this up because now is the time to point it out.. and as a Master Carbineer on one char and Master WS on another I will be bringing crafting info here the second Elite professions go live on TC5.
BTW TA, If you haven't guessed, this is Lycantha/Lasai. See, we can have discourse after all. Im sorry for the slammage, but Carbineer was my first and only combat choice from day one and I get overly excited at times.
samijx wrote:
weaponmaster88 wrote:
well jsut logged into TS-5 and heres what carbineer looks like:
Weapons
Czerka Dart carbine (cert BH carb 4)
kinetic dmg
2.2 speed
334-688 dmg
DXR6 carbine (cert carbineer expert assault tactics)
Energy dmg
2.2 speed
295-590 dmg
Geo Carbine (can't find cert)
Energy dmg
2.2 speed <----seeing a pattern at least for TS stats
246-493
Elite Carbine (cert Master Carbine)
Energy dmg
2.2
151-301
Allience Needler Carbine (cert unknown)
Kinetic
2.2
26-493
Laser Carbine (cert inter carb special abilities)
Energy + Heat
2.2
168-335 (59 dmg heat)
Bothan Bola Carbine (cert unknown)
Energy
2.2
295-590
Proton carbine (cert unknown)
Energy + Cold
2.2
357-714 (72 cold dmg)
E5 Carbine (cert Squad Leader Leadership 4)
Energy
2.2
393-786
EE3 Carbine (cert novice carbineer)
Energy
2.2
148-297
All carbines have different Max Ranges from 40-64m
and special ability costs
i'll update with more later
So the three most powerful carbines (So far) are from the Bounty Hunter Czerka Dart carbine , Commando Proton carbine (I've heard), and Squad leader E5 Carbine professions? lol Geez....carbineers, what's up with that?
It does make sense in that a Commando would have access to one or more of each weapon because he deals is pretty much anything that can kill. But since the commando specializes in boom and not in weapon finesse, his weaponry would definately pack a punch. As to why they get the best one, it makes since. Why we don't, that doesn't really.