Carbineer Archive

Thread: Carbineer Issues and Status

JosieNutter
Sat Sep 25, 2004 12:11 am
#14

Good post, but a couple of minor points to bring up.

1) LegShot3 is a cone. Granted, I haven't used this is quite some time, but the last time I used it, it did affect multiple targets.

2) Chargeshot1&2. There is a way currently in-game to avoid the animation and the related movement. If you use the Aim ability prior to using Chargeshot, you won't move but you'll still get the knockdown. Aim is available from Ranged Support 1 in Novice Marksman, so it's not that hard to get if you don't have it already.





-K
TAfirehawk
Sat Sep 25, 2004 12:33 am
#15






JanuHull wrote:





JosieNutter wrote:
2) Chargeshot1&2. There is a way currently in-game to avoid the animation and the related movement. If you use the Aim ability prior to using Chargeshot, you won't move but you'll still get the knockdown. Aim is available from Ranged Support 1 in Novice Marksman, so it's not that hard to get if you don't have it already.





oooooooooooooooooooooooooh!!!!!!!!! Devious!






And you can just walk the other direction if you don't want to get closer....





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

DarthHossith
Sat Sep 25, 2004 8:08 am
#16






-orecki- wrote:





imppilot421 wrote:








TAfirehawk wrote:


Carbineers can only do Acid, Heat and Energy damage. These damage types are common and many high-end mobs are heavily resitant or even immune to these excluding Carbineers from much of the high-end content.
Solution: Add an Electricity Carbine. Consider changing the Nym's Slug Thrower Carbine (acid! not needed!) to Nym's Spark Thrower and make it do Electicity damage.




Message Edited by TAfirehawk on 09-24-2004 01:36 PM



About the slug thrower damage type TA, why not kinetic? It is shooting regular bullets (hence the name "slug" thrower), so it makes sense for a kinetic damage attack. I know it would be fine, because pistoleers get a ranged kinetic weapon (striker pistol, although almost no one uses it due to weak damage output, only around 130 maxdamage).







It IS kinetic.....at least i think so.......also kineticis also a damage type that is highly protected from in PvE and PvP






NOOOOOOOOOOOOOOOOOOO Not that horse again!!!!!!



Hosoke Enaitol - Eclipse
Carbineer - No matter what the NGE says
Commander:Nightfall Leigon, protectors of HyperDrive Radio

JanuHull
Sat Sep 25, 2004 7:23 pm
#17

Criminy, at the rate we bash horses in here, you'd think we were French Chefs instead of Carbineers.


Though for my dream fourth damage type, I'd love a Blast Carbine.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

TAfirehawk
Sat Sep 25, 2004 8:04 pm
#18






JanuHull wrote:

Criminy, at the rate we bash horses in here, you'd think we were French Chefs instead of Carbineers.


Though for my dream fourth damage type, I'd love a Blast Carbine.







Slight edit to try and keep the Dead Horse away.....and to keep you in dream land





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Vaelorn
Sat Sep 25, 2004 11:08 pm
#19

Meleers really don't have any right to get kinetic damage as a "melee ONLY" type of damage. ANYmelee combat profession can tank better than all ranged combat professions combined. Ranged combat professions are only good for damage and states; they can't tank worth a damn, so they *should* get access to most types of damage for the purpose of dealing damage.


Every melee combat profession gets Melee Toughness, which is free meleearmor that stacks with ALL armor and personal shield generators, and protects them from ALL melee attacks regardless of damage type. Ranged combat professions get absolutely nothing that competes with that. So, I say that melee professions should be the tanks (which they already are, in a HUGE way), and ranged professions should be the damage dealers (which they are NOT, due to various mobs stupidly having 100% resistancesto all weapon types of any particular ranged profession). Even if a mob is 100% immune to all of a meleer's attacks, that meleer can still tank like a champ. If a mob is 100% immune to a ranged profession's weapon selection... well, they're just wasting a slot in the group, unless they have some *other* professions that have some use (medic, doctor, combat medic, melee).


Ranged professions can not tank any mob of significant power, and if said mob is immune to all damage types available to said ranged profession, then said ranged profession also can not damage said mob of significant power, rendering said ranged profession 100% WORTHLESS for said engagement. To me, this is a glaring problem, and the only answer we ever get is "That's why there are 250 skill points available, so people can take up other professions", which is total BS.
AntillesWing
Sun Sep 26, 2004 10:18 am
#20



The thing is, there is always more force behind a meele weapon. So they should be doing more damage than us. Hitting as often? Don't think so. Ever tried to hit someone with a sword, dulled preferably? Not very easy. Meele people shouldn't hit nearly as often as we do ( its alot easier to anticipate a man's moves at 20m than at 1-5m) Yet for some odd reason, when ever I go off hunting with my friend, I miss half the time, and he and his little stunbaton hit just about every time. IF anything, to balance out the combat, meele guys need to hit less, and we need to hit more, not increased damage. What good is increased damage if you can't hit the broad side of a barn? Though I do agree with the damage type thing, its pretty annoying to have to fight those stupid NS, and find out they're immune to laser...


btw, nice job TA

Message Edited by AntillesWing on 09-26-2004 10:19 AM

Message Edited by AntillesWing on 09-26-2004 10:20 AM



Official Carbineer Motto "I bet I can kill me before you can kill me"
Tece Daspi-Ahazi
Carbineer 2-4-2-2
Bounty Hunter 1-1-0-0
Elapidae
Mon Sep 27, 2004 12:35 am
#21






TAfirehawk wrote:





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. NOTE: Kinetic and Blast are NOT options here as those are specific distinction damage types for TKA and Commando respectively.




Dam.... and hereI was thinking that all 4 meele classes considered themselves kinetic damage dealers..




--------------------
Ishikyy ---> Cancelled

"Your ticket to the future is blank" -Rem
See you in WoW!!!
mrmark200000
Mon Sep 27, 2004 6:41 am
#22






TAfirehawk wrote:





JanuHull wrote:





JosieNutter wrote:
2) Chargeshot1&2. There is a way currently in-game to avoid the animation and the related movement. If you use the Aim ability prior to using Chargeshot, you won't move but you'll still get the knockdown. Aim is available from Ranged Support 1 in Novice Marksman, so it's not that hard to get if you don't have it already.





oooooooooooooooooooooooooh!!!!!!!!! Devious!






And you can just walk the other direction if you don't want to get closer....







actualy if their charging at you, charge shot is slower than the normal player run, at least from my experiance


so if they are comming at you they will get closer anyways....





Smugger alliance Pilot.





Jedi In the NGE. I like. cool Melee

need some tips for the CU? want to learn good tatics for group fighting and soloing? send me a tell, mrmark, eclipse server.

Otegu123
Mon Sep 27, 2004 1:08 pm
#23







mrmark200000 wrote:


actualy if their charging at you, charge shot is slower than the normal player run, at least from my experiance


so if they are comming at you they will get closer anyways....






Thats the only thingI hate about chargeshot, its too hard to kite as every time you try a kd they gain on you ..unless of course it actually works







+| Otegu | +
+Teräs KäsiForcewielder +


JanuHull
Mon Sep 27, 2004 1:20 pm
#24


TA, I do have to call foul. Swordsmen have a Blast damage weapon. Pistoleers have a Kinetic damage weapon.


Somewhere in the mix is room for compromise.

Message Edited by JanuHull on 09-27-2004 04:22 PM



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

TAfirehawk
Mon Sep 27, 2004 1:34 pm
#25






JanuHull wrote:


TA, I do have to call foul. Swordsmen have a Blast damage weapon. Pistoleers have a Kinetic damage weapon.


Somewhere in the mix is room for compromise.

Message Edited by JanuHull on 09-27-2004 04:22 PM






I am just repeating the information given to Nova from the Devs.....this has nothing to do with the Combat Upgrade, which will probably "fix" those other profs





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

JanuHull
Mon Sep 27, 2004 1:35 pm
#26






TAfirehawk wrote:





JanuHull wrote:


TA, I do have to call foul. Swordsmen have a Blast damage weapon. Pistoleers have a Kinetic damage weapon.


Somewhere in the mix is room for compromise.

Message Edited by JanuHull on 09-27-2004 04:22 PM






I am just repeating the information given to Nova from the Devs.....this has nothing to do with the Combat Upgrade, which will probably "fix" those other profs







I see, ah well, worth a shot.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Page 2 of 5