Carbineer Archive
Thread: New carbines
galvatronicus
Wed Oct 13, 2004 3:08 pm
#14
I strongly believe that JtL will include new weapons to "encourage" those of us that dont want to buy it into picking it up anyway. Surely SOE will do everything they can to get all current subscribers on board, and that means including a carrot for those that dont like flight-sims.
Betatoxin
Wed Oct 13, 2004 3:17 pm
#15
I am for both the addition of new guns and damage types, as well as a balancing of our elite weapon, the elite carbine, or changes to the EE3, a gun that were it not for a few flaws would take more of a key role in the carbineers everyday use.
I think it is unlikely however to see "mind damage". Given the very likely event that the combat balance, redo, revamp will remove targeted damage because of its negative effects on both grouping, and pvp, the chances of mind damage for carb is slim to none. It is probably not worth even discussing at this point as any change in this direction would at most be temporary.
Back to the topic of new weapons what I would not want to see is a continuation of this trend by devs to limit the schematics and subcomponents of new weapons to looted only applied to new carbines. Looted for enhancement is fine, but to even build the gun, that only makes for low production, high prices and low availability. I should know, I make, slice and sell weapons as well as use them.
Lets take as an example the DXR6b. The DXR6b is a superb weapon, I use one extensively when I am using rifles. The problem is that it is very expensive to produce in any quantity. This is before you factor in that only 25% or so of the guns made will slice to a level that most players will accept as a "good" gun. These factors are directly shown in the price of a good slice DXR6b. So even though the DXR6b schematic itself is fairly common and easy to aquire for 5 uses, the weapons are still set at high prices due to production limitations related to cubes, and an inability to factory create the final combine.
Much more rare is the geo pistol and de-10 because they require semi-rare looted schematics, and in the case of the DE-10 a barrel as well. This rarity again drives the prices through the roof. A good DE-10 or Geo can cost into the millions with even base prices starting at levels that dwarf most general carbines.
Due to issues right now geo loot is more common that it perhaps will be in the future. This has created a downward pressure on prices, although these weapons are still very expensive in absolute terms there is a likely chance they will become even more so.
Worse still for carbineers would be if the devs implemented a gun with a loot like the scythe blade where you can only get two schematics per player. Again this rarity of schematic means even base poor slices only go for top credit.
Compare that to a DXR6 carbine or laser which can be produced in large quantity allowing price competitive WS to make back the investment in time and resources with volume. The volume option just does not apply to looted schematics and weapons that require looted parts.
Far too often the devs have made an error in assuming the economy is only controlled by one factor, credits. Even a cursory examination shows that supply, distribution, and shopping habits have a significant impact on prices, and it is prices that effect how people view the "economy". Adding low supply equipment only makes those new products start expensive, giving a feeling that something is wrong with the economy from a credit perspective, when really it is more of a supply and distribution problem.
I completely agree with TA, the improvement of existing guns is a better first step. For example the removal of iron as a named resource on the elite, or the addition of resources that do not require conductivity, thus reducing the impact of the poor iron on the final guns stats would be a good start. Additional resources to balance out the poor iron is one of the reasons the T21 shines as an example of an elite profession gun while the elite carbine is seldom used. Of course moving from light to medium AP is also a good idea. Given that the T21 and the DX2 both have ap that is at that professions highest value I think it is entirely reasonable that the Elite Carbine also have medium AP.
The improvement of existing guns would have a greater chance of not incuring the impact of looted schematics and parts. As well the gun is there, ready to go, so the art assets need not be made, only the numbers for the gun in some database changed. This is a much easier proposition and more likely to be implemented in the short term.
The request for new carbines is one of those times when you have to be careful what you wish for. If a new carbine means a new gun that can be made in an automated fashion by WS, enhanced if desired through krayt, or even a new mechanism, and used only by higher level carbineers, I am for it. However I would hate to see carbineers inflicted with the burden of paying for guns that are primarily looted, cannot be factory made, and have limited supply, thus ensuring a base price that exceeds many standard weapons max price.
I think it is unlikely however to see "mind damage". Given the very likely event that the combat balance, redo, revamp will remove targeted damage because of its negative effects on both grouping, and pvp, the chances of mind damage for carb is slim to none. It is probably not worth even discussing at this point as any change in this direction would at most be temporary.
Back to the topic of new weapons what I would not want to see is a continuation of this trend by devs to limit the schematics and subcomponents of new weapons to looted only applied to new carbines. Looted for enhancement is fine, but to even build the gun, that only makes for low production, high prices and low availability. I should know, I make, slice and sell weapons as well as use them.
Lets take as an example the DXR6b. The DXR6b is a superb weapon, I use one extensively when I am using rifles. The problem is that it is very expensive to produce in any quantity. This is before you factor in that only 25% or so of the guns made will slice to a level that most players will accept as a "good" gun. These factors are directly shown in the price of a good slice DXR6b. So even though the DXR6b schematic itself is fairly common and easy to aquire for 5 uses, the weapons are still set at high prices due to production limitations related to cubes, and an inability to factory create the final combine.
Much more rare is the geo pistol and de-10 because they require semi-rare looted schematics, and in the case of the DE-10 a barrel as well. This rarity again drives the prices through the roof. A good DE-10 or Geo can cost into the millions with even base prices starting at levels that dwarf most general carbines.
Due to issues right now geo loot is more common that it perhaps will be in the future. This has created a downward pressure on prices, although these weapons are still very expensive in absolute terms there is a likely chance they will become even more so.
Worse still for carbineers would be if the devs implemented a gun with a loot like the scythe blade where you can only get two schematics per player. Again this rarity of schematic means even base poor slices only go for top credit.
Compare that to a DXR6 carbine or laser which can be produced in large quantity allowing price competitive WS to make back the investment in time and resources with volume. The volume option just does not apply to looted schematics and weapons that require looted parts.
Far too often the devs have made an error in assuming the economy is only controlled by one factor, credits. Even a cursory examination shows that supply, distribution, and shopping habits have a significant impact on prices, and it is prices that effect how people view the "economy". Adding low supply equipment only makes those new products start expensive, giving a feeling that something is wrong with the economy from a credit perspective, when really it is more of a supply and distribution problem.
I completely agree with TA, the improvement of existing guns is a better first step. For example the removal of iron as a named resource on the elite, or the addition of resources that do not require conductivity, thus reducing the impact of the poor iron on the final guns stats would be a good start. Additional resources to balance out the poor iron is one of the reasons the T21 shines as an example of an elite profession gun while the elite carbine is seldom used. Of course moving from light to medium AP is also a good idea. Given that the T21 and the DX2 both have ap that is at that professions highest value I think it is entirely reasonable that the Elite Carbine also have medium AP.
The improvement of existing guns would have a greater chance of not incuring the impact of looted schematics and parts. As well the gun is there, ready to go, so the art assets need not be made, only the numbers for the gun in some database changed. This is a much easier proposition and more likely to be implemented in the short term.
The request for new carbines is one of those times when you have to be careful what you wish for. If a new carbine means a new gun that can be made in an automated fashion by WS, enhanced if desired through krayt, or even a new mechanism, and used only by higher level carbineers, I am for it. However I would hate to see carbineers inflicted with the burden of paying for guns that are primarily looted, cannot be factory made, and have limited supply, thus ensuring a base price that exceeds many standard weapons max price.
Elapidae
Wed Oct 13, 2004 3:54 pm
#16
I would prefer EE3 or DXR6 to be AP2 rather than the elite, whats the point of having another energy AP2 weap, when our other damage types are still AP0 and AP1 respectively?
OnlyMaestro
Wed Oct 13, 2004 5:13 pm
#17
TAfirehawk wrote:
You are talking about developing an entirely new game engine from what we have now.....that is even beyond the scope in the Combat Upgrade.....
Ideas from the clouds are always good when looking to the future, but I stress "easy fix" things whenever I can
I know
but the easy fixes they never do
Nadiel26
Wed Oct 13, 2004 6:54 pm
#18
i dont care what they do, i just want to be able to hunt high end mobs with firends instead of trying to land KDs that dont deal any damage to some mobs. whether it's add a new damage type or allow us to apply states like jedi can. new weapons are always nice to have. if they add a new weapon maybe more WS will start stocking carbines.
OnlyMaestro
Thu Oct 14, 2004 12:36 am
#19
I just want new guns for new art.
I don't care if the new carbine is energy damage, as long as it looks neat. 
Weapons + Armor = more stuff to go for. 
BigLands
Thu Oct 14, 2004 3:12 am
#20
Hi folks - not a carbineer but I undersand your woes about the lack of variety in weapons.
I'm a pistol user and at first glance we appear to have a very good range of weapons - until you realise half of our weapons are AP0, that all our stun weapons have reduced range, and that our 'oober' De-10 is energy based.
The only two weapons i normally use are the DX2 and the Republic blaster. I think you guys are in a similar situation - the elite carbine doesn't really do much for you.
I've always thought that the solution to weapon problems isn't to add new ones - it's to add more variety and power to Weaponsmiths skills to allow them to customise our existing weapons to a far greater degree - even a CDEF weapon crafted bya master WS should be feared. This would counter the fact that you almost always see the same weapons used by everyone.
I'm hopeful that Carbines will get some love in CB (where did those CB docs go?) - but then, I've always been of the opinion that carbines should behave more like modern assault weapons and rifles like bolt action/semi auto weapons.
mrmark200000
Thu Oct 14, 2004 5:43 am
#21
Knocky wrote:
Underslung Carbine with blast damage.
that sounds neat..but.....it would be just like that annoying launcher pistol
Ayami-Ayami
Thu Oct 14, 2004 8:38 pm
#22
we sure as heck need some new damage types, like maybe some kind of "shock(electric(SP))" gun
RupertBimpy
Fri Oct 15, 2004 4:34 pm
#23
Elapidae wrote:
I would prefer EE3 or DXR6 to be AP2 rather than the elite, whats the point of having another energy AP2 weap, when our other damage types are still AP0 and AP1 respectively?
AP2 Elite gives us a better damage range than the already AP2 Laser. Until the rebalance comes around, this would help us in PvP against damage mit.The DXR6 would be even better at AP2 for dealing with PSGs.
Einsteinb
Fri Oct 15, 2004 4:45 pm
#24
How about a new spin on things, make it so that weapon smiths can "saw off" rifles to make them carbines with much worse aim or lengthen the barrel on some pistols to make them into carbine class weapons with a pistol like damage. Since really we already have some carbines like this (CDEF, laser, and I even once heard DH-17s being classified as pistols).
Of course that might require new art and coding so I wouldn't expect it. But a cool prospect.
Message Edited by Einsteinb on 10-15-2004 07:53 PM
SakeO
Tue Oct 19, 2004 8:14 am
#26
In some other forumsI have seen some screen shots including new carbines from some test center and individual patched files. I question the validity of these reports but some included some modern day derived looks and one even seemed to be some sort of short barreled shotgun. I wishI could find the links but, maybe there is hope afterall. I think one was listed as a Proton Carbine.
SakeO