Carbineer Archive
Thread: Carbineer In Concept Survey
I should really pay attention to which part of the Notepad text I am copying in before I post - sorry for the previous poorly-formatted posting.
Targeting abilities
Single target -- 65
AoE/cone -- 35
Offensive Capabilities
Pure damage -- 50
Crowd Control -- 25
Status effects -- 15
Mobility -- 10
Crowd Control Abilities
Knockdown -- 20
Posture down/Snare -- 40
Slow target movement -- 25
Other -- 15
Status Effects
Bleeds -- 15
Delays -- 20
Wounds -- 10
Dizzy -- 05
Intimidate -- 20
Stun -- 10
Blind -- 20
Other Affects -- 00
Defensive Abilities
Melee defense -- 15
Ranged defense -- 20
Counterattack -- 50
Status resists -- 15
Weapons
Damage -- 30
Speed -- 35
Armor piercing -- 15
Accuracy -- 20
Group Roles
Tank -- 10
Damage dealer -- 40
Crowd controller -- 30
Debuffer -- 20
Other -- 00
Comment re: Crowd Control - Some specials for Crowd Control Effects should have some additional effects such as Blind or Stun effects
60% -- Offense
40% -- Defense (and almost exclusively control tactics as a defensive spin -- little to no tankability)
Targetting:
45% -- Single target
45% -- AoE cone
10% -- AoE radius
Offensive Abilities:
30% -- Pure damage
20% -- Crowd Control (keeping the target from moving)
25% -- Status effects (stun, blind, bleed, etc)
10% -- Mobility (good accuracy while moving)
One note -- I disagree with the categorization of things like delays, confusions, etc. I consider these means of control. However, given the breakdown below, I'll lump them in with status. I also think that while our shortened carbine barrel should allow for reasonable accuracy while mounted or walking, shooting on the *run* is the arena for pistoleers. We don't kite -- we control. A slow, steady advance is the most likely role of a carbineer.
Movement Impedence (renamed from novamarine's Crowd Control):
15% -- Knockdown
35% -- Posture down/Snare
50% -- Slow target movement (target can't run)
0% -- Other (please explain)
Status Effects:
25% -- Bleeds
30% -- Delays (target attacks slower)
20% -- Wounds
5% -- Dizzy
0% -- Intimidate (target does less damage)
10% -- Stun (target is easier to hit with range and melee weapons)
10% -- Blind (target's accuracy is reduced)
0% -- Other Affects (please explain)
This is tough. Don't let the numbers fool you -- I consider the delay more important than anything except the slow target's movement in the control tree. On bleeds, I like the idea of a random bleed to supplement our traditional action bleeds that nova came up with a while back.
Defenses:
10% -- Melee defense
20% -- Ranged defense
40% -- Counterattack
30% -- Status resists (KD, blind, stun, etc...)
Weapons:
30% -- Damage
20% -- Speed
30% -- Armor piercing
20% -- Accuracy
Damage and piercing are the cruxes of a carbine -- with a working speed system, we shouldn't be retargeting as fast as pistoleers, and our bursts of fire will take longer to execute (meaning slower specials than pistoleers). However, this burst nature of damage reporting needs to be more evident -- these ARE automatic weapons despite the speed that balance of the game mechanics dictates. As such, the accuracy is not paramount, but needs improving from where it is -- the spray and pray nature of the gun is reflected in the higher than average damage variance, we should not take a double penalty on the accuracy too.
Group Role:
0% -- Tank (this means that we need a better system than auto-return fire when it comes to AoE attacks -- we're not supposed to be taking this concentration of fire, so we're not built for it)
30% -- Damage dealer (our damage dealing should be at its peak in combat against a group -- where we should be unequalled due to our array of AoE attacks. However, in combat against a single target, we should be eclipsed by snipers and commandos who can bring more dedicated fire and bigger weapons to bear)
45% -- Crowd controller
25% -- Debuffer (apply states to target)
Other (please explain)
Offense -- 70
Defense -- 30
Targeting abilities
Single target -- 50
AoE/cone -- 50
Offensive Capabilities
Pure damage -- 50
Crowd Control -- 30
Status effects -- 15
Mobility -- 05
Crowd Control Abilities
Knockdown -- 70
Posture down/Snare -- 00
Slow target movement -- 30
Other -- 00
Status Effects
Bleeds -- 20
Delays -- 30
Wounds -- 05
Dizzy -- 20
Intimidate -- 00
Stun -- 10
Blind -- 15
Other Affects -- 00
Defensive Abilities
Melee defense -- 10
Ranged defense -- 30
Counterattack -- 30
Status resists -- 30
Weapons
Damage -- 20
Speed -- 30
Armor piercing -- 25
Accuracy -- 25
Group Roles
Tank -- 00
Damage dealer -- 40
Crowd controller -- 40
Debuffer -- 20
Other -- 00
Offense -- 70
Defense -- 30
Single target -- 75
AoE/cone -- 25
Pure damage -- 30
Crowd Control -- 30
Status effects -- 30
Mobility -- 10
Knockdown -- 30
Posture down/Snare -- 30
Slow target movement -- 30
Other -- 10
Bleeds -- 15
Delays -- 30
Wounds -- 00
Dizzy -- 10
Intimidate -- 10
Stun -- 15
Blind -- 20
Other Affects -- 00
Melee defense -- 10
Ranged defense -- 40
Counterattack -- 30
Status resists -- 20
Damage -- 25
Speed -- 25
Armor piercing -- 25
Accuracy -- 25
Tank -- 00
Damage dealer -- 40
Crowd controller -- 30
Debuffer -- 30
Other -- 00
How do you see the tradeoff between offense and defense for a Carbineer?
Option #2: Defense--20%
What should the balance be between single target and area of effect/cone specials?
Option #2: AoE/cone--50%
How should the offense of a Carbineer break down?
Option #2: Crowd Control (keeping the target from moving)--35%
Option #3: Status effects (stun, blind, bleed, etc)--10%
Option #4: Mobility (good accuracy while moving)--20%
What crowd control abilities should Carbineers have?
Option #1: Knockdown--70%
Option #2: Posture down/Snare--10%
Option #3: Slow target movement (target can't run)--10%
Option #4: Other (please explain)--10%
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.
Option #2: Delays (target attacks slower)--50%
Option #3: Wounds--0%
Option #4: Dizzy--40%
Option #5: Intimidate (target does less damage)--5%
Option #6: Stun (target is easier to hit with range and melee weapons)--0%
Option #7: Blind (target's accuracy is reduced)--0%
Option #8: Other Affects (please explain)--0%
Which of the following should be the most effective of Carbineer defensive abilities?
Option #2: Ranged defense--20%
Option #3: Counterattack--50% (Counterattack meaning that they don't get there shot off and we quickly fire a shot back in return.)
Option #4: Status resists (KD, blind, stun, etc...)--10%
What should be the priority on Carbines?
Option #2: Speed--20%
Option #3: Armor piercing--20%
Option #4: Accuracy--20%
When in a group, what role should you fill?
Option #2: Damage dealer--40%
Option #3: Crowd controller--40%
Option #4: Debuffer (apply states to target)--20%
Option #5: Other (please explain)--0%
Offense -- 75
Defense -- 25
Targeting abilities
Single target -- 45
AoE/cone -- 55
Offensive Capabilities
Pure damage -- 25
Crowd Control -- 25
Status effects -- 0
Mobility -- 50
Crowd Control Abilities
Knockdown -- 33
Posture down/Snare -- 33
Slow target movement -- 33
Other -- 00
Status Effects
Bleeds -- 00
Delays -- 20
Wounds -- 00
Dizzy -- 20
Intimidate -- 40
Stun -- 20
Blind -- 00
Other Affects -- 00
Defensive Abilities
Melee defense -- 10
Ranged defense -- 20
Counterattack -- 60
Status resists -- 10
Weapons
Damage -- 25
Speed -- 40
Armor piercing -- 25
Accuracy -- 10
Group Roles
Tank -- 00
Damage dealer -- 20
Crowd controller -- 80
Debuffer -- 00
Other -- 00
Offense -- 65
Defense -- 35
Single target -- 50
AoE/cone -- 50
Pure damage -- 20
Crowd Control -- 40
Status effects -- 25
Mobility -- 15
Knockdown -- 30
Posture down/Snare -- 30
Slow target movement -- 40
Other -- 00
Bleeds -- 5
Dizzy -- 20
Stun -- 10
Blind -- 15
Other Affects -- 00
Melee defense -- 20
Ranged defense -- 30
Damage -- 40
Armor piercing -- 20
Accuracy -- 20
Tank -- 00
Damage dealer -- 25
Other -- 00
Offense -- 75
Single target -- 30
Pure damage -- 25
Crowd Control -- 40
Status effects -- 25
Mobility -- 10
Knockdown -- 35
Posture down/Snare -- 35
Slow target movement -- 25
Bleeds -- 25
Delays -- 10
Wounds -- 10
Dizzy -- 00
Intimidate -- 05
Stun -- 25
Blind -- 25
Other Affects -- 00
Melee defense -- 10
Ranged defense -- 10
Status resists -- 10
Damage -- 30
Speed -- 10
Armor piercing -- 40
Accuracy -- 20
Tank -- 00
Damage dealer -- 20
Crowd controller -- 60
Debuffer -- 20
Other -- 00
Offense -- 75
Defense -- 25
Single target -- 75
AoE/cone -- 25
Pure damage -- 35
Crowd Control -- 30
Status effects -- 25
Mobility -- 10
Knockdown -- 30
Posture down/Snare -- 30
Slow target movement -- 40
Other -- 20 (knockback)
Bleeds -- 20
Delays -- 30
Wounds -- 00
Dizzy -- 10
Intimidate -- 00
Stun -- 30
Blind -- 10
Other Affects -- 00
Melee defense -- 10
Ranged defense -- 35
Counterattack -- 35
Status resists -- 20
Damage -- 25
Speed -- 30
Armor piercing -- 20
Accuracy -- 25
Tank -- 00
Damage dealer -- 40
Crowd controller -- 40
Debuffer -- 20
Other -- 00
Offense -- 65
Defense -- 35
Single target -- 60
AoE/cone -- 40
Pure damage -- 35
Crowd Control -- 45
Status effects -- 20
Mobility -- 0
Knockdown -- 35
Posture down/Snare -- 25
Slow target movement -- 40
Other --
Bleeds -- 20
Delays -- 10
Wounds -- 00
Dizzy -- 20
Intimidate-- 05
Stun -- 15
Blind -- 30
Other Affects -- 00
Melee defense -- 05
Ranged defense -- 35
Counterattack -- 50
Status resists -- 10
Damage -- 35
Speed -- 35
Armor piercing -- 20
Accuracy -- 10
Tank -- 00
Damage dealer -- 30
Crowd controller -- 45
Debuffer -- 25
Other -- 00
Offense -- 80
Defense -- 20
Single target -- 50
AoE/cone -- 50
Pure damage -- 30
Crowd Control -- 40
Status effects -- 30
Mobility -- 0
Knockdown -- 30
Posture down/Snare -- 20
Slow target movement -- 50
Other -- 20 (knockback)
Bleeds -- 30
Delays -- 20
Wounds -- 00
Dizzy -- 10
Intimidate -- 00
Stun -- 20
Blind -- 20
Other Affects -- 00
Melee defense -- 5
Ranged defense -- 40
Counterattack -- 35
Status resists -- 20
Damage -- 40
Speed -- 10
Armor piercing -- 30
Accuracy -- 20
Tank -- 00
Damage dealer -- 30
Crowd controller -- 50
Debuffer -- 20
Other -- 00
Offense/Defense
Offense -- 65
Defense -- 35
Targeting abilities
Single target -- 50
AoE/cone -- 50
Offensive Capabilities
Pure damage -- 50
Crowd Control -- 10
Status effects -- 25
Mobility -- 15
Crowd Control Abilities
Knockdown -- 100
Posture down/Snare -- 00
Slow target movement -- 00
Other -- 00
Status Effects
Bleeds -- 00
Delays -- 50
Wounds -- 00
Dizzy -- 20
Intimidate -- 00
Stun -- 10
Blind -- 20
Other Affects -- 00
Defensive Abilities
Melee defense -- 00
Ranged defense -- 30
Counterattack -- 50
Status resists -- 20
Weapons
Damage -- 25
Speed -- 25
Armor piercing -- 25
Accuracy -- 25
Group Roles
Tank -- 00
Damage dealer -- 50
Crowd controller -- 50
Debuffer -- 00
Other -- 00
Offense -- 65
Defense -- 35
Single target -- 60
AoE/cone -- 40
Pure damage -- 35
Crowd Control -- 30
Status effects -- 15
Mobility -- 20
Knockdown -- 40
Posture down/Snare -- 20
Slow target movement -- 40
Other -- 00
Bleeds -- 20
Delays -- 25
Wounds -- 00
Dizzy -- 15
Intimidate -- 10
Stun -- 15
Blind -- 15
Other Affects -- 00
Melee defense -- 15
Ranged defense -- 40
Counterattack -- 30
Status resists -- 15
Damage -- 25
Speed -- 25
Armor piercing -- 25
Accuracy -- 25
Tank -- 00
Damage dealer -- 40
Crowd controller -- 40
Debuffer -- 20
Other -- 00