Carbineer Archive

Thread: Carbineer Issues/Problems Reported

Sulsakan
Fri May 06, 2005 3:35 pm
#27






Talset11 wrote:


Action costs is what really kills carbines for me right now. Temp is MBH/MCarb/pistol 0/0/3/3. Was fighting Krayts using my scatter pistol i could take down a giant with action left over. Using any of my carbs id run out with the krayt having half his health left. Action drain on my scatter was 84 and my carbs it was 110's-120's. Now if carbs did more damage to make up for the cost i could see the point but with weapons all being about the same based off of levels this really needs to be addressed.


Tal'set





I've found that Neutron Pixies are the best action regen item around. With a 20% action regen, I rarely run out of action points with one target, and have even taken on multiple targets without worrying too much about the action regen. In addition, Pixies also give a 20% health buff as well as 20% regen on heath and mind. And best of all, the downer only last about 10 to 15 seconds, so it's a clear winner for me
Fritter_and_Waste
Sat May 07, 2005 5:28 am
#28

i picked up some elite carbines, 86 action cost, 307 base dps, about 18% wound chance...took down a double team of lvl 81 bolle bols without healing...most of my carbines (good) carbines converted to under 100 action cost, and i haven't found a nice pistol that's as easy on action as my new elites yet
weaponmaster88
Mon May 23, 2005 7:54 pm
#29






TAfirehawk wrote:

MAJOR UPDATE


Suppression Fire is getting tweaked/fixed/changed on TC or will be on TC soon. I hope to get something official on the changes made but until I can release the info please go test it out on TC when it shows up. Many thanks go to Keldarin for making the change and TH passing on the info.


By now all of you should trust me.....so believe me when I say the new Suppression Fire is going to be UBER for Crowd Control and some won't care for it but I feel it fits perfectly into what I read for Carbineer 9 months ago.





YAY finally. will it be useful in PvE too? or will it just make everything agro you?



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Ayami-Ayami
Mon May 23, 2005 8:08 pm
#30

sweet!
hopfully a area snare or root.
or maybe some other states, dizzy, blind maybe? and low damage so it wont pull argo off the tanks to much



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Ayami - MCH since september '03 and until NGE.
The removal of CH and the NGE in general is the dumbest thing a company has ever done. period.
CH deserves to stay, and SOE deserves to be *#&$^#*@ until they are #*&$& and then *#&$ some more!
LONG LIVE THE CREATURE HANDLERS!!!

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
TAfirehawk
Mon May 23, 2005 8:20 pm
#31

Well don't rush to TC just yet, I am on there now and it needs some more tweaking. The effectiveness needs to be increased but the concept I am still 100% in favor of right now.


Lets hope my testing/reports late tonight will be seen tomorrow and adjusted on TC and headed to LIVE soon





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Ayami-Ayami
Mon May 23, 2005 8:25 pm
#32

this should be great, i'll be getting RotW this week so i can go kick Trando Butt with supression fire



~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Ayami - MCH since september '03 and until NGE.
The removal of CH and the NGE in general is the dumbest thing a company has ever done. period.
CH deserves to stay, and SOE deserves to be *#&$^#*@ until they are #*&$& and then *#&$ some more!
LONG LIVE THE CREATURE HANDLERS!!!

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
TAfirehawk
Tue May 24, 2005 2:48 pm
#33

Not all the changes by Keldarin are working on TC right now, but I am working with him on getting Suppression Fire fixed shortly.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Quandry
Tue May 24, 2005 3:36 pm
#34

Before the upgrade i was carbineer doc. I would buff up and throw on some armor down some brandy and head to talus imp station. Once i landed i would attack all of them at once. It was a blast. Fighting some 40 imps at once was quite a chalange. Yes this is not the way its suppost to be but man it was fun. Keeping the dizzy off and staying healed wile trying to kite 10 imps and being shot by the rest was not easy. This is what i loved about carbineer. I could attack a pile of mobs and tune the difficulty to see just how much i could take. Getting to the vergue of death and managing to survive for me is the most fun i can have with combat in this game.

Nobody should be able to take on 40 imps solo and live thats a give in. It is great fun making about 500 fp in 5 minuts : ) But the way the exp system is. Attacking sevral targets that i would have a chance killing is compleatly pointless unless you just want the meat or what ever. Wile i can find some single mobs that are prety hard. But the thing about one target. You either can or cant beat it. Once you find your chars nitch attack concept other than swaping one attack before another every so often it realy becomes a yes or no encounter. The great thing about sevral mobs is you can realy challange yourself. Get the fight to the point that the trees and hills mater. One on one there are only so many variables.

Basicly we need area attacks that have mods that allow us to controle a croud. And the killing of those mobs must be rewarding. If they are not going to make killing sevral lower level mobs at once worth it than take away all of our area attacks because they just serve to get you killed.



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TAfirehawk
Sun May 29, 2005 4:27 pm
#35

The fix for Suppression Fire is on LIVE right now, please check it out and see how you like it.


I am not sure all of the timers/settings are adjusted properly but I had it doing a pretty good Cone Snare yesterday





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Sylow
Mon May 30, 2005 3:15 am
#36

Har, har! Gonna love that.


(Hmm, it did snare before, but only for a second... let's see how it works now... )


Next thing on the "i want it" list:

- cone knockdown

(At least i am still hoping for it...)








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
_scout_
Mon May 30, 2005 4:02 am
#37

a snare ...
/sigh

Snare ppl still shoot at me and shooting ppl usually dont run toward me ...
And you said it would get less efficient in PvP ?
hmmmmm

/supports sylow getting an area KD for carbineer



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Sylow
Mon May 30, 2005 4:23 am
#38







Snare ppl still shoot at me and shooting ppl usually dont run toward me ...
And you said it would get less efficient in PvP ?




I assume the point why he says, less effective in PvP is exactly what you said... Even if the snare does the full effect in PvP, if the opponent is packing a T21, he won't bother that much about his movement speed. [So the question would be to TAFirehawk, did you mean the reduced effect as a ranged profession can often ignore it, or did you say so due to actually reduced effect in PvP?]


On the other hand, if you're just hunting gualamas and suddenly a dozen of lv. 75 tusk cats pop up and decide that you look like breakfast, an AoE-snare might very well be the thing to get you out alive.


Anyways, i want my AoE-knockdown back...i need a way to show off... *grin*

Message Edited by Sylow on 05-30-2005 01:24 PM






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Saratoga
Mon May 30, 2005 2:16 pm
#39

Suppression fire for me has about a 2 second timer. Pretty much still worthless.


also:



  1. As a master weaponsmith with 12 points, experimenting on SAC needs to change. The default level of SAC needs to be lowered. I now put a couple points in efficiency on both the subcomponents and the final combine, but to get below 100 i would have to concentrate in efficiency. This is directly related to carbineer as our biggest problem is SAC IMO.

  2. Our snare needs to slow targets even more. I only notice a tiny decrease in speed

  3. scatter shot doesnt seem to do much

  4. where is our crowd control?




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