Carbineer Archive

Thread: State of the Carbineer Profession

TorvusMessorius
Sun Nov 02, 2003 8:47 am
#14

Really hope these BUGS! get fixed SOON!


They've been known about for THREE months now!






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IGN = Scar'
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Quaryn
Sun Nov 02, 2003 11:00 am
#15

Excellent, SOJ.


Only disagreement. Scatter shot 1&2. I did extensive testing (no documentation, sorry) and now use it exclusively as my damage shot. It works best as an all purpose PvE and PvP shot. Give it another take.




-Wilock
Blue Man Mining resource vendor at 2590 4826 in Cavalieri Neri, Naboo
SithlordAcid
Sun Nov 02, 2003 11:31 am
#16

/sign



Exceptional work, SOJ!




Karsh Apollo - Rebel Master Seargent
RAID
Radiant Server
Official "Carbinier" Motto: I bet I can kill me before you can kill me.
ogreb42
Sun Nov 02, 2003 1:13 pm
#17

If these concerns have been voiced to TH and are being directed to the developers, hopefully something good can be done.


I do have to disagree with you on one thing though...i find the charge shot animation hilarious! I get to shoot ghetto-style at my enemies, and my running forward somehow makes the bolt of energy fired out of my weapon travel fast enough to knock my target over! If thats not great, tell me what is.

poopooplatter
Sun Nov 02, 2003 3:02 pm
#18

Like someone else said....this has been said over and over again on these boards. Until a dev actually addresses our problems it is all for moot.


THUNDERHEART, READ THIS STUFF!!!!!!!!!


RESPOND TO US, WE ARE SO BROKEN AND YOU DEVS KNOW IT.


Groth
Sun Nov 02, 2003 9:43 pm
#19

woohoo! hope it gets through


gpunk
Sun Nov 02, 2003 11:12 pm
#20

Thank you very much for your time SOJ. It is greatly appreciated. Hopefully they will take to heart what is stated here. I am not sure anyone could honestly disagree with a thing you said.






__________________
"I am not Oobacca, I am Not Oobacca"
MegaMako
Sun Nov 02, 2003 11:51 pm
#21

Is there any way to also make charge shot usable while crouching? This would be a big help in pve and wouldnt be too bad in pvp either for large actions.

glowing_eyes
Mon Nov 03, 2003 12:51 am
#22

Well done SOJ. OK now DEV's/TH you have your state of the proffesion and bug report in one nice tidy bundle you have said you will look into this you have said you will fix stuff. Now either deal with these issues before you ask for the exact thing again in another month or after you hire another person that you need to get up to speed (nice delay tactic).


You are running out of time to get things fixed before this game becomes a total joke. you have seroius competition now and on the horizon. You have my money for the year (my mistake) but if things arent fixed soon (heck I well be generous you probaly have till the change of the year) my account will be just a holllow shell. We are about at month 4 and i still use torches to light my house i still walk everywhere and there are animals like dinosaurs walking around eveywhere (can you say yabba dabba do - it's flintstones galaxies with lasers)


Your vaulted stand on cheats seams minor at best on several servers WS are making duped power handlers to make +250 -3sec handlers and you have done nothing. people have found a loophole in trading holocrons and going LD which causes the buyer to be out credits and not having the holocron. Credit duping is/was rampant so you punish the guys that didn't because there are too many credits around. It seems like there isnt a day i dont see a minor or major exploit being used


Your servers seem to get better then worse then better then worse again. You institute holocrons with what appears to be no idea that it would affect the servers that take care of that planet i have seen huge lag/lag surging/lost connection and other issues I have seen similar but smaller issues with many other planets ( for 5 days in a row the area around would drop all the players there.


You say you don't want camping but then you set up Uber loot in very specific spots ensuring exatly that will happen. You institute content then peolple walk 10-30 min to get there and wow it doesnt work or worse your locked in the warren untill a dev can rescue you in a day or so.


You try to play with the freinds left in game and every other mission you do someone goes invisible and someone has to relog or the food your using or the buff you got fubars you stats to 150 ( heck trying to fix that the other day by eating an onion and guess what it incapped me with no spices involved)


I want proffestions that reasonably work, some immersion in the star wars experience not some npc going npc text 11 or something like that, droids, hero's, punish the cheaters not the players. I dont want more time sinks more useless money sicks to fix your problems, I don't want more needless nerfs heck while your on a roll why don't you nerf carbineers, chefs, fencers, squad leaders, bio engineers, image designers, every other melee class (sorry if i didn't mention a few) and just make it easy and give the 30% (my guess) of players that dont go for the big 5 professions a real reason to quit.

Octavuous
Mon Nov 03, 2003 2:29 am
#23

Excellent work, Thanks!!! :-)


I agree too!

Zabadu
Mon Nov 03, 2003 2:41 am
#24

Excellent job.


SOE clearly has the ball in their court.


SOJ you have done your job, now lets hope they do theirs.




Zaba Klacken - Achiever 80%, Explorer 53%, Socializer 40%, Killer 26%
Zaba Pharmaceutical -4055 -1167 Valcyn, Corellia-Tyrena
Stim B's, Bio-Enhanced Clothing and 1 CPU energy


Official Carbineer Motto "Account Cancelled"


Kaffis
Mon Nov 03, 2003 9:36 am
#25

The one real addition I think could be made is mostly just stressing a point further. There are many successful carbineers. But they're not just carbineers. Bounty Hunter/carbineers are very successful. Doctor/carbineers are very successful. Creature handler/carbineers are pretty successful. Just carbineers, or carbineers whose other professions aren't directly combat related, often have a hard time even doing missions solo, and will only have it harder once the non-CH pet level is nerfed down. This falls right in line with your assertion that a class should be able to stand on its own, not be forced to use another class as a crutch (BH speed mods, CH tanking, doctor buffs, or even novice medic with bought super-stim B's and frequent application, for instance) to compete.


You addressed the things that will bring about this stand-alone viability nicely -- sensible speed mods within the carbineer tree, area suppression/KD that actually works to keep BAF mobs at bay, defenses we can actually use (since our method of fighting is one of keeping our opponents at a safe distance, why is only one of our two -- and for that matter, why only two types of defense -- useful at range? Intimidate is a melee skill, if we let something get into melee with us, we've lost the battle anyways; it's the pistoleers who mix it up close. Defense vs. knockdown is an excellent modifier for us be given, but why isn't the other defense vs. stun, or blindness? Not to mention our distinct lack of ranged defense).


I just think a little more than a sentence about why we need those improvements might be useful.



Now, just an aesthetic change that I think could be made to our profession: a lot of people get confused with our position in the speed pecking-order. Why are we in the middle? Now, I think we belong in the middle, and it's easily explained. But it would be more obvious if our combat spam would help us explain it. For every shot we make, why not list them as something like "a burst of fire amounting to xxx damage!" It seems obvious to me that our higher damage is from firing several fast but weaker shots at once, and the "slowness" of the weapons merely represents the slower retargetting time compared with pistols rather than the actual rate of fire of our weapons, and the special titles support this. But yet it remains an oft-asked question, and people don't like the answer of "game balance;" it just doesn't satisfy them.



For the record, I'm in full support on changing crippleshot to an action-targetted but less powerful than currently shot, and moving the random damage at it's level to Burstshot2. As to whether wild shot needs a different state, I'm ambivalent. I don't mind duplicating stun, and it's our only shot that guarantees a stun at the moment -- but if the devs were looking to add a state to the game that affected movement, it would make a good replacement for the chance to stun on legshots, or if they wanted to add a state that had a chance to sacrifice an action, it would make a good replacement for wild shot's stun (and a few other shots in other professions). But barring that, I don't think it needs to be changed -- blind or dizzy certainly doesn't belong there, for instance.


And finally, I agree that the way area attacks work currently makes them very poor options strategically. No matter what, they need to do damage to NPCs that aren't in combat *or* they need to not aggro NPCs that aren't in combat (in other words, be either at one extreme -- hit everything -- or the other -- don't aggro what you won't damage). I'm also of the opinion that it would be a great boon to AEs if they wouldn't hit lairs -- spawning new mobs accidentally often means death, and it's usually next to impossible to judge the cone if it's close, or get stuff that's not already running towards you away from the lair. Additionally, there needs to be a solid amount (but not necessarily total) of reliability in area PC's and KD's for AE tactics to be a viable hunting method in groups or solo -- otherwise we're forced to use them *only* with a ridiculously overpowered creature tank that can take hits from several mobs at once and never lose aggro. Welcome changes to the aggro AI and creature levels will take this option away from us, or put it in the hands of master CH's only, and for such an AE-focused profession as ours is, that amounts to an unacceptably rare opportunity to utilize our strengths.

Walebro
Mon Nov 03, 2003 11:39 am
#26

/agree with it all.


In addition, why dont we get any type of +melee? Both pistols and rifles get melee bonuses, while we dont get any. Yeah, I know pistols are supposed to be in the mobs face(although they currently can be at 64m and hit just as well as anyone else) and rifles have the x2.5 dmg modifier, but our defenses are currently worthless.




Wale Bro
Ex Master CH/Master Carbineer
Currently Master Brawler/ Master TKA/Master Swordsman
Corbantis
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