Carbineer Archive

Thread: Extremely simple, easily implemented hot-fixes for the carbineer profession until the combat revamp.

Kaelle_DB
Fri Jun 25, 2004 8:17 am
#14







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).






Although stun damage is only king right now because of how unbalanced armor is and any fix would be "just a band aid" I would still like to have one now to make us more competitive until the combat revamp. One of the things that I dislike about the devs is that once they say something is getting fixed they mark it off as being fixed seemingly forgetting that people are still playing the game in the mean time. The wait until the combat rebalance has been said for quite along time. What we aren't allowed to compete or have fun right now?


Yes stun would be a band aid, but I would like to be able to do some damage in PvP with my carbine, and not with the DOT that's on it. Undoubtably the combat rebalance will be pushed back more and more and we will be left doing barely any damage in PvP for quite a while.



Really my extremely simply fix for carbineer until the combat would just be a nice schematic and component drop for a new gun so that I would at least have something to do that had a resemblance to "content". Even a geonosian DXR6 carbine with the exact stats as the regular ones except the ability to be enhanced by geo cubes would make me happy.

Message Edited by Kaelle_DB on 06-25-2004 08:31 AM



_____________________
Kael Darkblossom
Dark Praetorian Order
Master Carbineer / BH carbines 4
Gorath
Rorenikibi
Fri Jun 25, 2004 8:44 am
#15

Actually, I wouldn't mind a Cold damage carbine.


Krayt hunting, anyone?




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


jfang
Fri Jun 25, 2004 8:47 am
#16






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...

Rorenikibi
Fri Jun 25, 2004 8:59 am
#17






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






Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


Bennyboy4308
Fri Jun 25, 2004 9:01 am
#18

Explosives is Commando's niche, but lightning really intrigues me. Maybe a carbine that shoots lightsabers...



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Knightcrest
Fri Jun 25, 2004 9:32 am
#19






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...






Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
Rorenikibi
Fri Jun 25, 2004 10:09 am
#20






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!




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


PacM2512
Fri Jun 25, 2004 12:11 pm
#21

Currently, carbineers are at a real disadvantage in pvp.Here's quote fromthe carbineer correspondent, novamarine:

"Without the ability to target mind, carbineers must attack either action or health. The issue here is that after the 75% PvP reduction, range mitigation and composite armor, the damage applied to the target is so minimal that targets with doctor buffs (99.9% of targets are buffed) will just regenerate the lost health or action as fast as it is applied. In the event some damage does accumulate, the target can just use a StimB (Novice Medic, 15 skill points) to heal the damage. In essence, the combination of armor, doctor buffs and stims means that a target can regenerate and/or heal damage faster than it can be applied by a Carbineer. We have a situation where the entire offense capability of Carbineer can be negated by 15 skill points (novice medic), armor and doctor buffs (which can be applied by another player). The reasons for this include inability to hit the mind pool, low speed (Top 5 Issue) and carbine damage selection (armors in the game are very effective at stopping energy, heat and acid – Top 5 Issue)."


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.


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.


Why:


1) Composite armor is vulnerable to stun. Both pistoleers and riflemen have access to weapons with stun damage, while carbineers do not. This is very simple logic. Carbineers are unequivocally at a disadvantage because of this. Pistoleers have the geo sonic pistol and riflemen have the jawa ion rifle.
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.



I also highly recommend the top 5 carbineer issues thread, at: http://forums.station.sony.com/swg/board/message?board.id=carabineer&message.id=26839


**note**

I sent this in to SOE... you can't change the world, but you can make a dent! (/cheer for smoochie) What do you guys think?
KenjiTokugawa
Fri Jun 25, 2004 12:39 pm
#22







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.






/sillymode on


3) "Give a Jedi slot to any master carbineer that has been a master for 6 or more consecutive months" ---- EisMan_Buckeye


/sillymode off


While I think that the addition of more speed mods and "stun" damage would bring us closer to the level of rifleman, I would much rather see the devs take the time and resources that would go a fix like this and use them on the real rebalance of the combat system. I have learned from experience that fixes to a system this complex are usually a lot harder than they appear. Who knows, this might even over compensate and shift the power in PvP too far in the other direction. Next thing you know, the devs fix the "fix" they just implented and all that time they spent was essentially wasted. Just a thought....


Edit: Added EisMan_Buckeye reference.

Message Edited by KenjiTokugawa on 06-25-2004 12:51 AM



Jas' --- Jundland Wayfarer
"Once a Ranger, always a Ranger"


EisMan_Buckeye
Fri Jun 25, 2004 12:48 pm
#23






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.



__________________________________________
EisMan Buckeye [COG]
Mercenaries do it for money
[Master of Carbines] [Retired Mercenary]
__________________________________________


KenjiTokugawa
Fri Jun 25, 2004 12:53 pm
#24






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.





Jas' --- Jundland Wayfarer
"Once a Ranger, always a Ranger"


ShAdOw_00
Sat Jun 26, 2004 1:02 am
#25

yep, they are, but they will go unnoticed probably.



____________________________________________________
"Standing between the Darkness and the Light there I stand always, to protect those who cannot protect themselves, and here I stand a "Shadow".......*Bang*

"My icon might be a ST, but that's because I killed a ST and robbed him of his armor, hehehe."
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