Carbineer Archive
Thread: Combat Upgrade: Consolidated List of Issues for Carbineers OLD
Here are my current issues:
- The increase in special cost of weapons and regneration rate is killing our ability to effectively crowd control.
Explanation: I've noticed today that I'm getting "tired" particularly quickly. With the current adjustment to our carbines, I can only fire effectively after about 5 or so shots, then having to resort to "Ranged Shot" to peck away. I've come to the point where I cannot really kill someone with carbines alone. I know I don't expect to be the "uber killer", and I don't want to be, but it's rather sad that quickly me and my opponent (assuming this is a 1 on 1 situation, and both are ranged) will be too tired to fight each other as we're staring at each other, tickling each other with ranged shot for a while. I much prefer the action costsand regeneration before the "fix."
- The special "Suppression Fire" not doing its job; supression fire cannot be our definition of a crowd control profession.
Explanation: As far as I can tell, the only skill that appears to do ANY sort of "crowd control" is supression fire, but it's still busted. Obviously this needs to be fixed and it's a start for crowd controlling, but this is insufficient for the profession to be "crowd control". I do a better job of controlling my enemies' dabbling in commando for the grenades in the Explosives line or dabbling a little bit in Smuggler or Pistoleer for root specials. I shouldn't have to necessarilly dabble into these professions to be able to effectively "crowd control."
- Restore Full Auto Area to its former glory.
Explanation: Bring back the random application of dizzy, stun, and blind. I feel that this is one of our defining means of "crowd control" in the old system. To make it some special that does AOE, but only some damage, makes it useless, in my opinion. I see very little use in using it unless I have a lot of other group members using AOE's to produce damage to the enemies in front of us. Having the random blind, dizzy, and stun stats applied to multiple enemies in front of me in the old system really helped my job in my groups by weakening the enemies' combat potential.
- Where did our AOE KD go?
Explanation: If any moveis to really define "crowd control," I think Chargeshot 2 is the one in the old system. Bring this back in the CU as a Master Special for Master Carbineers. Obviously, this would help our profession to be truely a "crowd control" profession. It's rather sad, as I resort to use the Explosive lines in commando to use the "Imperial Detonator" to do an area KD.
- And of course, weapons.
Explanation: No, I'm not going to whine about not having access to every single carbine out there, although it would seem logical that a person that has mastered the use of carbines should have the ability to do so. All I ask is that the carbines that we do have access to, be upgraded in DPS. At least make the E11 Mark 2 identical to the proton carbine OR give the Mark II some kind of elemental damage to give it that extra edge in combat, and make it something worth while when you reach Master.
- Extras (wishful thinking).
Explanation: Perhaps to increase our usefulness as a "crowd control" profession, provide some kind of AOE shot that area intimidates or perhaps push the enemy away from the shooter. To compromise and make such an implement reasonable, give either shot a 20 second recharge delay.
As a person who takes pride in being the crowd control in the current system, we should bethe ideal component of a "fire team" in similarity to that of Brothers in Arms (I know this game isn't anything close to being like Brothers In Arms, but that's how I envision Carbineer as a "crowd control" profession to be like in comparison): Keeping the enemy in their place, or at least impeding their progress.
Message Edited by Rabidmutt on 04-24-2005 02:59 AM
Bennyboy4308 wrote:
3) Conversion. Laser carbine really needs to be our top-dog weapon. Ask anyone what thier best carbine is and what type it is, and 90% of everyone will say laser carbine (9% DXR). I mean who invests millions in to E11s or Elites? I have a 130-796 max laser carbine (with powerup) and I invested over 15 million on it. On TC-Chilastra, it converted to nearly 1/2 the damage of a standard non-loot enhancedelite carbine
Message Edited by Xoreshear on 04-24-2005 12:22 PM
Xoreshear wrote:
Tried a MBH and a Master Squad Leader on TC,both have better carbs than M Carbineer. I am not impressed with the E-11 at all.
Message Edited by Xoreshear on 04-24-2005 12:22 PM
Just ran the numbers, the Proton is Cold Elemental and 2.05% DPS better.....the E5 is identical in stats to the E11 Mk.2 and Elite.
So if 2.05% and 0% are better Carbines, then I will push this to the Devs, but honestly complaining about an identical stat Carbine being better or even a 2.05% difference is NOT going to get very far with the Devs....
- Distinction. Carbineer isn't bad, but its nothing really special. Its like rifleman, but without the snipershot. Its like pistoleer, but with only 1 root and no intimdate. FullAutoArea and when it works Supressionfire just don't seem to give carbineer its distinction. Supressionfire is giong to need to have a wide wide cone and a very nice effect if its going to make us. Profession Role per CU Docs is absolutely not happening, we have ONE Cone Damage Only Special (secondary role but weak at that even) and ZERO Crowd Control Specials
- Action costs, its like pre-buff days all over again. I dueled a melee stacker with a carbineer/pistoleer combo and I could make sure he could never touch me because of roots and snares, but I never could kill him. I always ran out of action before I could dent him. If you don't kill the enemy in less than a few seconds, your toast.
- My main qualm is that there are only 3 Carbineer specials worth using in pvp - Chargeshot, Legshot and cripple shot. And none of these are Crowd Control or Area Damage Abilities like our Roles are listed in the CU Docs. I am gutted that carbineer has lost its crowd control... In pvp i found myself singling out targets and then Kd'ing them... no other states to apply.
- The special "Suppression Fire" not doing its job; supression fire cannot be our definition of a crowd control profession. Explanation: As far as I can tell, the only skill that appears to do ANY sort of "crowd control" is supression fire, but it's still busted. Obviously this needs to be fixed and it's a start for crowd controlling, but this is insufficient for the profession to be "crowd control". I do a better job of controlling my enemies' dabbling in commando for the grenades in the Explosives line or dabbling a little bit in Smuggler or Pistoleer for root specials. I shouldn't have to necessarilly dabble into these professions to be able to effectively "crowd control."
- Where did our AOE KD go? Explanation: If any move is to really define "crowd control," I think Chargeshot 2 is the one in the old system. Bring this back in the CU as a Master Special for Master Carbineers. Obviously, this would help our profession to be truely a "crowd control" profession. It's rather sad, as I resort to use the Explosive lines in commando to use the "Imperial Detonator" to do an area KD.
- Existing E11 conversion is broken, nothing converts to the E11 Mk.2 but Pistols and Rifles get their weapons converted to the higher level weapon - at least make the Enhanced E11 on LIVE convert to the E11 Mk.2
- No WS craftable Carbines are between Level 22 and Level 40, this makes leveling Carbine XP a nightmare and like no other profs
- No WS craftable Carbines have Kinetic or Acid, Cold, or Electricity damage types - Devs stated in the past that all profs would get all damage types for BALANCE, don't see much balance in Carbineer yet
- Please bring back our crowd control specials to actually do some crowd control ie: Chargeshot2 should still be AOE, Full Auto Area needs to still apply states
- Carbineer Defenses seem a bit high (I hate to say that, but it is true) for our relative ranking in the CU Docs - seems the Offense is about right and the Crowd Control has been forgotten entirely
Sorry there are overlapping concerns/issues/problems in that list, but there are really around 5-6 core issues and I wanted to put in my Community's text instead of my own as much as possible to fill out the rest of the Top 10. The bottom line is Carbineer is NOT playing anything like any of its description in the CU Docs.
TAfirehawk wrote:
I only recently started a thread to compile Carbineer Posts because I wanted a more 'mature' CU to generate issues/problems, but here is the list so far:
- Distinction. Carbineer isn't bad, but its nothing really special. Its like rifleman, but without the snipershot. Its like pistoleer, but with only 1 root and no intimdate. FullAutoArea and when it works Supressionfire just don't seem to give carbineer its distinction. Supressionfire is giong to need to have a wide wide cone and a very nice effect if its going to make us. Profession Role per CU Docs is absolutely not happening, we have ONE Cone Damage Only Special (secondary role but weak at that even) and ZERO Crowd Control Specials
- Action costs, its like pre-buff days all over again. I dueled a melee stacker with a carbineer/pistoleer combo and I could make sure he could never touch me because of roots and snares, but I never could kill him. I always ran out of action before I could dent him. If you don't kill the enemy in less than a few seconds, your toast.
- My main qualm is that there are only 3 Carbineer specials worth using in pvp - Chargeshot, Legshot and cripple shot. And none of these are Crowd Control or Area Damage Abilities like our Roles are listed in the CU Docs. I am gutted that carbineer has lost its crowd control... In pvp i found myself singling out targets and then Kd'ing them... no other states to apply.
- The special "Suppression Fire" not doing its job; supression fire cannot be our definition of a crowd control profession. Explanation: As far as I can tell, the only skill that appears to do ANY sort of "crowd control" is supression fire, but it's still busted. Obviously this needs to be fixed and it's a start for crowd controlling, but this is insufficient for the profession to be "crowd control". I do a better job of controlling my enemies' dabbling in commando for the grenades in the Explosives line or dabbling a little bit in Smuggler or Pistoleer for root specials. I shouldn't have to necessarilly dabble into these professions to be able to effectively "crowd control."
- Where did our AOE KD go? Explanation: If any move is to really define "crowd control," I think Chargeshot 2 is the one in the old system. Bring this back in the CU as a Master Special for Master Carbineers. Obviously, this would help our profession to be truely a "crowd control" profession. It's rather sad, as I resort to use the Explosive lines in commando to use the "Imperial Detonator" to do an area KD.
- Existing E11 conversion is broken, nothing converts to the E11 Mk.2 but Pistols and Rifles get their weapons converted to the higher level weapon - at least make the Enhanced E11 on LIVE convert to the E11 Mk.2
- No WS craftable Carbines are between Level 22 and Level 40, this makes leveling Carbine XP a nightmare and like no other profs
- No WS craftable Carbines have Kinetic or Acid, Cold, or Electricity damage types - Devs stated in the past that all profs would get all damage types for BALANCE, don't see much balance in Carbineer yet
- Please bring back our crowd control specials to actually do some crowd control ie: Chargeshot2 should still be AOE, Full Auto Area needs to still apply states
- Carbineer Defenses seem a bit high (I hate to say that, but it is true) for our relative ranking in the CU Docs - seems the Offense is about right and the Crowd Control has been forgotten entirely
Sorry there are overlapping concerns/issues/problems in that list, but there are really around 5-6 core issues and I wanted to put in my Community's text instead of my own as much as possible to fill out the rest of the Top 10. The bottom line is Carbineer is NOT playing anything like any of its description in the CU Docs.