Carbineer Archive
Thread: Extremely simple, easily implemented hot-fixes for the carbineer profession until the combat revamp.
jfang wrote:
1) Carbineers as a whole don't *want* a stun damage gun. Stun is trite, and is good as a byproduct of a broken armor system. We would much rather see the system fixed than another bandwagon "give us stun" band aid... As a whole they are interested in something more, well,interesting (like electricity damage).
Message Edited by Kaelle_DB on 06-25-2004 08:31 AM
Rorenikibi wrote:
Actually, I wouldn't mind a Cold damage carbine.
Krayt hunting, anyone?
I was partial to blast myself (seeing how it tends to be good against inorganic targets), but there is no real good justification for why carbineers should have explosives... ![]()
9,723 more to go...
jfang wrote:
Rorenikibi wrote:
Actually, I wouldn't mind a Cold damage carbine.
Krayt hunting, anyone?
I was partial to blast myself (seeing how it tends to be good against inorganic targets), but there is no real good justification for why carbineers should have explosives...
9,723 more to go...
Heh, well, there's the link to us and Commando explosives causing more damage to the user than the target ![]()
TAfirehawk wrote:
PacM2512 wrote:
The average carbineer is at an extreme disadvantage vs the average pistoleer or average rifleman, and this should not be ignored if it can be, at least partially,quickly and easily fixed until the combat revamp. Here are some simple suggestions.
My goodness man, have you ever played Pistoleer and fought a Carbineer.....it is quite humorous as the Carbineer that is smart pwns the Pistoleer every time.
And yes I have been Master Pistoleer with 0040 Smuggler......
10 minute fight, but Master Pistoleer/CM went down after having to chase them 1.2k meters away from the imp outpost after area poisoning all the NPC's. I was inbetween templates with Master Carb and only Doc 0/4/4/0 with no poison or disease packs on me. Yeah my mind had 1093 wounds at the end, but it was a win because I used what I had rather than just spamming mindlessly. Did I mention I only had enhanced e11 1.9speed and something like 98/175? I actually was working unarmed (was considering dropping carbineer for tkm again) so that was the only carb I had at my disposal versus her and her full composite.
Smart Carbineer = hard to kill and can win in PvP one on one.
I fought a Master Commando/Master Pikeman last night for about 15 minutes with only his dots doing any real dmg to me. Was wearing only a stun helm and stun chest, and still took him having to call in four buddies on bikes to come in to finish me after they finished the rest of my group. I had to kite him away from the battle to stay out of burn range and pike range... so after everyone else fell they come riding up and gang bang me. Moral of this story is that if he was wearing any low end comp, I woulda been back in the battle with my group.. however just couldn't do enough dmg fast enough with either my DXR6 or my Elite.
I have that feeling that if composite resistances get lowered with the revamp... we may be very happy we have stayed with carbs.
And yes I have been a Master Carbineer/BH carbs... Master Pistoleer/BH pistols... I will take a carb over a pistol anyday just for the strategy that comes inherently with using the carb. I miss the bh carbine part, but enjoy doctor as it gives me a different style than just a machine gunner. Another hope for the combat rebalance would be that we could be a bit faster without having to dabble in BH or master marksman.. i.e. Master Pistoleer is a lot closer to their BH counterpart than we are in speed. Just my 2 credits worth...
Bennyboy4308 wrote:
Explosives is Commando's niche, but lightning really intrigues me. Maybe a carbine that shoots lightsabers...
HEY!!!! I could go for a good LaserBayonetCharge2 any day of the week!
2) Change the skill boosts from the these carbineer skills as follows:Intermediate Carbine Assault Tactics gives +15 carbine speed instead of +5 carbine speed, and Expert Carbine Assault Tactics gives +15 carbine speed instead of +5 carbine speed.
2) Damage is based on speed. Pistoleers, who need speed the least because of fast reloading weapons, have +74 pistol speed at master pistoleer. Riflemen who need speed the most because of slow reloading weapons, have +90 rifle speed at master rifleman. If you follow this pattern logically, carbineers should receieve a boost between 74 and 90. Master carbineers currently receive an absoutely lacking +60 carbine speed.
PacM2512 wrote:
1) Make the elite carbine do stun damage.
2) Change the skill boosts from the these carbineer skills as follows:Intermediate Carbine Assault Tactics gives +15 carbine speed instead of +5 carbine speed, and Expert Carbine Assault Tactics gives +15 carbine speed instead of +5 carbine speed.
Message Edited by KenjiTokugawa on 06-25-2004 12:51 AM
KenjiTokugawa wrote:
3) "Give a Jedi slot to any master carbineer that has been a master for 6 or more consecutive months"
EisMan_Buckeye wrote:
KenjiTokugawa wrote:
3) "Give a Jedi slot to any master carbineer that has been a master for 6 or more consecutive months"
Hey! That was my idea.
Yeah I was trying to remember where I read that. ![]()
I editted(sp?) that into my original post.