Carbineer Archive
Thread: Your Top Ten Issues
1) The Elite carbine, its underpowred and slow, we aren't competitive with Pistolers or Riflemen
2) Knockdown effect doesn't last long enough to be worthwhile
3) the area attack of actionshot. It would be awesome to be able to cone bleed an entire group, but the way it works now makes it dangerously unpredictable.
4) We aren't fast enough, increase speed mods
5) Ham costs are to high
6) A more divirse aray of creative special moves would be nice. That or just fix it so dizzy caused by full auto actually stuck
7) Legshot3 doesn't seem to either be powerful enough, work right or I can't figure out what it does.
Thats really it for me
1 Specials that still don't work.
2. Elite Carbine requirments are too much and so resources never produce an actualElite weapon.
3. Speed mods not inline with other professions I mean when a Master Riflemen can shoot faster then a Master Carbineer, theres something wrong there.
4. HAM cost, I kill myself faster then most enemies do.
5. New weapons in our professions would be nice.
6. Actually make it where when we counter attack,the enemy misses usand we actually deliever a hit and not a miss. Oh and making counter attack actually happen would also be nice.
7.Charge shot is a joke and making it where we have to stand and do the stupid action is a joke, I mean Carbineers are meant to handle crowds and making it where we have to stand to KD is stupid and the guy that thought that up should be taken out and shot or at least smacked a few times.
8. Actually make stun work
9. Actually allow us to dizzy something effectivly.
10. The time that posture change or kd endures your enemy should be greatly increased to come back inline with us only being able to do them every 30 secs.
Maller Malice
Master Achitect/Novice Carbineer 0/3/1/2
Some specials are actually working, I've noticed a bit of change..... I actually do hit them for dmg like fullautoarea2, without them aggroing me.
But HAMS/CARBINE weapons need to be midified... either more dmg or less hams but still the elite should be doing about 200 to 300 I think because it's an Elite weapon.
and pretty much everyone has addressed my concerns.
Alsterus wrote:
1. Carbineer Specials - The most common complaint I see is 'specials are broken'. I also have the impression that specials are broken, but frankly, how do we actually know it's broken if we don't know what it is supposed to do? I have seen Dev responses stating such and such special or bug is actually 'working as intended'. It would be a great deal easier to identify 'broken specials' if the DEVs could please clarify EXACTLY what they are supposed to do. For instance, instead of describing a special as doing 'high damage to a single target', tell us what the modifiers to cause the damage are, and what the probabilities of inflicting conditional effects are and which pools are affected. For instance, many of us are under the impression that FullAutoSingle is supposed to cause Dizzy in addition to other effects, yet we have not seen it cause Dizzy in quite some time. Was this intentionally changed by the DEVs or is it actually a bug? Until we actually know what the specials are SUPPOSED to do, how can we accurately report them as being broken? Either post a detailed description of specials or add more descriptions to the specials in the Holocron or the Carbineer Skill Tree page please.
2. HAM Costs - Once we have an idea of what specials are supposed to do, then lets address a reasonable change to our HAM costs on specials. As it stands, our HAM costs seem to be unsually high when compared to the damage we are dealing. I believe there needs to be a proportional relationship between HAM costs and damage output. This is something that needs to instituted to ALL combat in general. This would effectively balance all professions out and eliminate the "X profession is faster or does more DOT than Y profession".
3. The Carbineers Role - Please tell us what are 'niche' in combat is supposed to be and tailor our skills and specials to that end. We are supposed to be the "area effect specialists", but in reality that does not seem to be a trait that we are either unique in or excell at. Our area effect shots work in a 'cone', which is practical to some extent in PVE when using pets, however seems very useless in PVP since sentient beings dont stand shoulder to shoulder so they can get wiped out by grenades, flame throwers and 'cone attacks'. Give us the ability to fire in a 180 degree arc, now THAT is area effect.
4. Carbineer Weapons - The best Carbine at the moment seems to the Laser Carbine due to its AR2 piercing and its higher damage output. This is a weapon that is usable by Marksmen, well before hitting higher Carbine skills. The Elite Carbine, quite frankly, is not Elite. Please, give us a wider variety of Carbines or modify the existing ones to cover a wider range of abilities and situations. Give us a tangible incentive to invest our points in the Carbine tree by giving us specialized Carbines at higher levels.
5. Carbine Speed and Accuracy - Once we address Issue #3(Carbineers Role), then scale our speed and accuracy accordingly. Once again, this should be in balance with HAM costs and Damage output.
6. Movement - As stated in other posts, Carbineers are prone to stops and stutters when initiating combat or at seemingly random moments. Is this intended or as a result of a bug? If it is intended, please explain to us why and how this is caused.
7. Skill Bonuses and Perks - There seems to be a common idea that Carbineers in general are afforded less bonuses and skills throughout our skill tree when compared to others. IF this is the case, perhaps new skills and bonuses can be added or modified which are in accordance to what our defined role is ultimately identified as being.
9. Unique Equipment and Powerups - Ok, at this point Ive exhausted my gripe listNow Ill present some new ideas. How about clothing and armor tailored specifically for different professions? For instance, Pistoleers could have Holsters while Carbineers could have slings or bipods for their weapons, and Riflemen could have Ghillie suits. Holsters could improve speed, bipods could enhance area effects when prone and ghillie suits could improve accuracy/stealth. In the same fashion, unique powerups could be crafted for individual professions as well that give visual distinctness and functional practicality.
10. Brain Fart - Out of further ideas for now.
-Alster Bariss
Corbantis
"Jack of all trades, master of none"
I couldn't have said it any better myself... probably nowhere near as good as this. I too have been wondering what role not just carbineer, but all other combat professions play... obviously commando and pistoleer are at the extreme opposite ends of the spectrum, ie full attack or full defense, but where does carbineer/rifleman sit? I'm sick of flavour descriptions that dont give any hint to what really happens. Don't get me wrong, I love flavour, I just like details too.
Anyway, count this quoted post as my vote too.
(1) HAM Costs- General ham costs for specialsare far too high.. how much effort does it take to fire an automatic weapon?
(2) The Un-elite Elite Carbine -- Elite Carbine has lesser damage than a Laser Carbine, has less armor pierce, and the same if not MORE HAM usage.
(3) Specials -- There's at least one special in every column that isn't working.
(4) Nothing special about Master Carbineer -- We need a trademark move or moves for Master Carbineer and I don't see that much of an improvement overall bonuswise for master. Hell, I can get more speed and accuracy from getting BH Carb 2.
1. HAM costs are too high. I need substat buffs when other classes just need primary buffs.
2. Carbine Speed+. This is out of whack with pistoleer and rifleman. Should be right between.. instead, it's the worst.
3. Elite Carbine. It's junk. There have been some nice looted ones. One of the changes needs to be medium armor piercing. AP owns all. Our elite gun should be equal to or better than our other guns in AP.
4. Defenses. Like speed, these are out of whack with the other classes. Need to be balanced.
5. Specials. Of note. wildshot1 (stun highly resisted), wildshot2 (doesn't stun at all), charge shot 2 (no KD)
6. AE shots. The don't work.. at all. They seem like they do.. but they don't, really.
7.Armor piercing in PvP. The bonus damage granted from a higher AP than the target's armor rating does not currently work in PvP.. therefore severely damaging our DPS as compared to <cough> pistoleer.
8. Krayt tissues go in power handlers. This is a curse but could be a blessing if fixed. As it stands now, when a carbine is made from Krayt tissue, the bonus from those tissues doesn't stack, therefore severely imbalancing the DPS of a pistol when you get the same bonus to the pistol (and almost all pistols only need one). Right now, it's far more wasteful to make a carbine out of Krayt tissue. They should technically go in the final combine. However, carbines should get a larger bonus from them, since our speed is naturally higher. This is a tough fix.
9. Scatter shot damage not reporting properly. Would be nice if the damage it did showed up in the combat window. This is probably really hard to code.. so I put it way down.
10.The devs have a 'fix the most popular, not the most broken' mentality. Understandable, as they want to appease the most people as they can at any given time... but I say.. as long as we're more broken, we'll continue to be less popular.
No, this is not any kind of trick, it's more like an evaluation. You see, essentially, you could look at it as another "issue thread." Something that gathers up what known issues are out there so they can be compiled. Truth is, though, that the list is pretty much already compiled. I just want to see what people find more important than others at the moment.
I have absolutely no control on when things can or will be fixed, so I don't expect people to expect that from me. However, what I would like to do is gather up what is the most importantproblemso that it could be looked into. You see, the two carbineer reports (and revisions) that were sent it contain different issues. However, some of the issues on the second report could be more severe (such as the Elite Carbine) which would lead to wanting that to be fixed before some other issues that may be placed over that because it was not in the first report.
Also, I do know that posts like this are "old" and because of that, I refrained from posting another one (report 3) because I knew very well that it will contain the same information. However, this is not a report #3 post. This is a post to determine what your greatest issue is from the rest of the issues that were already discussed.
2. Elite carbines are little better than an E-11
3. The chargeshot animation really sucks
4. Dizzy on fullautosingle lasting for 0 seconds
5. Legshot2 and legshot3 damage difference (or lack thereof)
6. Burstshot1 and burstshot2 damage difference (" " ")
7. Scattershot1's tiny damage
8. Lack of decent speed and accuracy bonuses in the profession
9. Counterattack seemingly not working (although I'm not totally sure about this)
10. Lack of ranged / melee defence skill mods
Im reasonably high up the Carbine Skill Tree and im not even going to put a 1 to 10 top issues as i have got so fed up with missing the target with nearly every special shot and just wasting my HAM. All the carbines are poor apart from the LAZ CARB.
So i am untraining this skill for TK instead ......... so i gues i will be putting up a 1 - 10 things on there soon !
1. area of effect: if it did damage to only targets that were already aggro to you, great. if it did damage to everything, great. if it CAUSES aggros WITHOUT doing damage, there is NO POINT!
2.broken specials, and specials being reported as being fixed when they are, in fact, NOT fixed.
3. complete and total lack of a true reason to be a carbineer. ooh, wow,faster thanrifleman but slower than pistoleer. that is NOT a niche, a reason for being. crowd control, massive damage, master of 1 v. 1 combat, tank...THOSE are niches.
4. HAM costs seem a tad high. i'd like to see them lowered by about 10-25%.
5. consistentspelling of our name. carbineer. how **edit**ing hard is it, when entire professions had their entire **edit**ing skill-trees reworked, with new titles and everything? they just said '**edit** you'. sorry for the language, but it pisses me off.
6. skill mods not on par with any other elite combat profession. speed/accuracy of master carbineer is less than BH with carbine4. idea: make the carbineer/bh speed/accuracy mods NOT stack. idea: don't give BH's the massive boost until Master BH (ie, +10/+10 for the 4 boxes, then +20/+20 at the master box). i don't have near as much problem with a master bh being better than a master carbineer with a carbine as a bh dabbler. this shouldn't be the intended affect.
7.broken specials.
8. broken specials.
9. broken specials.
10.broken specials.
In no particular order since these have already been stated:
* Elite Carbine is Crap-tastic!!
* HAM costs are straight silly. "Alright boys - for evey shot you take at the enemy, shoot yourself in the foot too!"
* Special moves are more akin to Special Ed then Special Forces.
* a raison d'etre. What is my purpose here? I think the crowd control niche is the key to Carbineer. We should be able to root a crowd at Master. Knockdown maybe?
* Carbine Accuracy While Moving??? C'mon - It should be inherant!!!
1. Carbine HAM costs are outrageous. This has been said numbers of times, the Devs have acknowledged it and yet nothing has been done.
2. Carbines, in general, are poorly crafted. Pistols and even lightning cannons can be made with advanced components and loot-only parts. Carbines require too many parts and their effects do not stack. I have pistols with more damage than my carbines. Weaponsmiths have been complaining about this for some time. This is an overlooked issue that many carbineers simply do not understand and as such it is not raised as the big issue it really is. Carbines need to be made with less parts or in the cases where they are made with mulitple parts, the effect of adding multiples needs to stack.
Elite carbine and many other carbines are a joke. The required use of rare spawning ores on paper seems like a neat idea but provides no enhancement or immersion in game play. It provides nothing more then grief to players.The ore requirements for the Elite carbine must be examined and brought inline with other guns for other classes.
3. Broken specials. This is unacceptable that the gamestill has broken specials at this point.
-Actionshot2. Bleeds 1 target,damages others. Posture-change on all. Make this a single target bleed or a cone bleed. A half-bleed/half-damage skill makes no sense. I would also like to point out in the patch before the KD timer patch, the damage on this skill was reduced with no mention in the patch.
-Fullautosingle2. State effects are VERY hard to get to stick or last 0.5 seconds.
4. Broken state effects. Specials are pointless if state effects have no apparent effect. I specifically refer to blind, stun and dizzy. These appear to have no effect in PvE.
5.Cone effects are very dangerous to useyet the Devsseem to believethey are an advantage. I encourage a Dev to take a Carbineer to Endor and try hunting withcone specials. The Devs need to unstand cone effects can only be used in very sterile enviroments. They can't be used in crowed situations nor can they be used near a lair (they hit the lair cause more creatures to spawn). The inclusion of cone effects to Legshot3 will make the special uesless forcing players to use the Marksman skill Legshot2. The class already has enough cone specials and does not need more (Legshot3).
6. Posture-change skills and knockdowns have no point. Targets are hit by them and standup 0.5 seconds later. Carbineers have many posture-changing/KD specials. KDs are supposed to keep the target down for 5 seconds...what about posture-changes?
7. Carbineers stop moving when firing. Why is this penalty in place?
8. Carbineers take extra damage in melee. What bonus does the class get to accout for this penalty (Rifles have this exact issue).
9-10. Reserving 9 and 10 for an important point. What is the point of carbines? The skill used to have many nice crowd control abilites with knockdowns and posture-changes. They were altered fundamentally changed altering this class. What now is the point of this class? The damage is on par with pistols. We can only target action (more on this later). We take extra damage in melee. We stop when firing. Where are the class defining bonuses?
Do the Devs understand that targeted action and action bleeds serve no point except for solo play? Mobs die from health in groups. Most high damage skills are random damage which hits health more than others causing mobs to die from their health pool. What point is an action bleed? What about a targeted action hit? There is no point.
THE CLASS NEEDS A DEFINING ABILITY. Otherwise pistols will always be superior since they can be made higher damage (need less parts so can use higher grade parts), since they bleed the pool targets die from, since they don't stop when firing, since they don't take extra damage in melee and since they can target health pool.