Carbineer Archive

Thread: Carbineer In Concept Survey

AzSteve
Fri Feb 06, 2004 3:07 pm
#27

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


Alyc Voleslayer of Kauri

Also frightened by Cut and Paste...
Kaffis
Fri Feb 06, 2004 4:02 pm
#28

Overall Balance:
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)
Micih
Fri Feb 06, 2004 11:18 pm
#29

Offense/Defense
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




Akessa

(¯`·._)
Carbineer Superstar, Retired(_.·`¯)
[V]alahi #1 Stunna Girl, Professional Raver, Novice Conn-bish!


Oculus
Sat Feb 07, 2004 2:07 am
#30

Offense/Defense
Offense -- 70
Defense -- 30
Targeting abilities
Single target -- 75
AoE/cone -- 25
Offensive Capabilities
Pure damage -- 30
Crowd Control -- 30
Status effects -- 30
Mobility -- 10
Crowd Control Abilities
Knockdown -- 30
Posture down/Snare -- 30
Slow target movement -- 30
Other -- 10
Status Effects
Bleeds -- 15
Delays -- 30
Wounds -- 00
Dizzy -- 10
Intimidate -- 10
Stun -- 15
Blind -- 20
Other Affects -- 00
Defensive Abilities
Melee defense -- 10
Ranged defense -- 40
Counterattack -- 30
Status resists -- 20
Weapons
Damage -- 25
Speed -- 25
Armor piercing -- 25
Accuracy -- 25
Group Roles
Tank -- 00
Damage dealer -- 40
Crowd controller -- 30
Debuffer -- 30
Other -- 00




Oku Kee'lus
Master Ranger | Master Carbineer

Leomi
Sat Feb 07, 2004 9:32 am
#31

-- Offense/Defense --
How do you see the tradeoff between offense and defense for a Carbineer?


Option #1: Offense--80%
Option #2: Defense--20%



-- Targeting abilities --
What should the balance be between single target and area of effect/cone specials?

Option #1: Single target--50%
Option #2: AoE/cone--50%



-- Offensive Capabilities --
How should the offense of a Carbineer break down?

Option #1: Pure damage--35%
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%



-- Crowd Control Abilities --
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%



-- Status Effects --
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.

Option #1: Bleeds--5%
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%



-- Defensive Abilities --
Which of the following should be the most effective of Carbineer defensive abilities?

Option #1: Melee defense--20%
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%



-- Weapons --
What should be the priority on Carbines?

Option #1: Damage--40%
Option #2: Speed--20%
Option #3: Armor piercing--20%
Option #4: Accuracy--20%



-- Group Roles --
When in a group, what role should you fill?

Option #1: Tank--0%
Option #2: Damage dealer--40%
Option #3: Crowd controller--40%
Option #4: Debuffer (apply states to target)--20%
Option #5: Other (please explain)--0%





Leomi
Community Leader
Playing since Launch Day.
Tycho4511
Sat Feb 07, 2004 11:24 am
#32

Offense/Defense
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
SanktioRendorf
Sat Feb 07, 2004 4:39 pm
#33

Offense/Defense
Offense -- 65
Defense -- 35


Targeting abilities
Single target -- 50
AoE/cone -- 50


Offensive Capabilities
Pure damage -- 20
Crowd Control -- 40
Status effects -- 25
Mobility -- 15


Crowd Control Abilities
Knockdown -- 30
Posture down/Snare -- 30
Slow target movement -- 40
Other -- 00


Status Effects
Bleeds -- 5

Delays -- 10

Wounds -- 20
Dizzy -- 20

Intimidate -- 20
Stun -- 10
Blind -- 15
Other Affects -- 00


Defensive Abilities
Melee defense -- 20
Ranged defense -- 30

Counterattack -- 30

Status resists -- 10


Weapons
Damage -- 40

Speed -- 20
Armor piercing -- 20
Accuracy -- 20


Group Roles
Tank -- 00
Damage dealer -- 25

Crowd controller -- 55

Debuffer -- 20
Other -- 00

irott
Sun Feb 08, 2004 7:37 am
#34

Offense/Defense
Offense -- 75

Defense -- 25


Targeting abilities
Single target -- 30

AoE/cone -- 70


Offensive Capabilities
Pure damage -- 25
Crowd Control -- 40
Status effects -- 25
Mobility -- 10


Crowd Control Abilities
Knockdown -- 35
Posture down/Snare -- 35
Slow target movement -- 25

Other -- 05


Status Effects
Bleeds -- 25
Delays -- 10
Wounds -- 10
Dizzy -- 00
Intimidate -- 05
Stun -- 25
Blind -- 25
Other Affects -- 00


Defensive Abilities
Melee defense -- 10
Ranged defense -- 10

Counterattack -- 70
Status resists -- 10


Weapons
Damage -- 30
Speed -- 10
Armor piercing -- 40
Accuracy -- 20


Group Roles
Tank -- 00
Damage dealer -- 20
Crowd controller -- 60
Debuffer -- 20
Other -- 00




[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

TheBob
Sun Feb 08, 2004 10:45 am
#35


Offense/Defense
Offense -- 75
Defense -- 25


Targeting abilities
Single target -- 75
AoE/cone -- 25


Offensive Capabilities
Pure damage -- 35
Crowd Control -- 30
Status effects -- 25
Mobility -- 10


Crowd Control Abilities
Knockdown -- 30
Posture down/Snare -- 30
Slow target movement -- 40
Other -- 20 (knockback)


Status Effects
Bleeds -- 20
Delays -- 30
Wounds -- 00
Dizzy -- 10
Intimidate -- 00
Stun -- 30
Blind -- 10
Other Affects -- 00


Defensive Abilities
Melee defense -- 10
Ranged defense -- 35
Counterattack -- 35
Status resists -- 20


Weapons
Damage -- 25
Speed -- 30
Armor piercing -- 20
Accuracy -- 25


Group Roles
Tank -- 00
Damage dealer -- 40
Crowd controller -- 40
Debuffer -- 20
Other -- 00







No comments.
sandblighter
Mon Feb 09, 2004 12:57 pm
#36



Offense/Defense
Offense -- 65
Defense -- 35


Targeting abilities
Single target -- 60
AoE/cone -- 40


Offensive Capabilities
Pure damage -- 35
Crowd Control -- 45
Status effects -- 20
Mobility -- 0


Crowd Control Abilities
Knockdown -- 35
Posture down/Snare -- 25
Slow target movement -- 40
Other --


Status Effects
Bleeds -- 20
Delays -- 10
Wounds -- 00
Dizzy -- 20
Intimidate-- 05
Stun -- 15
Blind -- 30
Other Affects -- 00


Defensive Abilities
Melee defense -- 05
Ranged defense -- 35
Counterattack -- 50
Status resists -- 10


Weapons
Damage -- 35
Speed -- 35
Armor piercing -- 20
Accuracy -- 10


Group Roles
Tank -- 00
Damage dealer -- 30
Crowd controller -- 45
Debuffer -- 25
Other -- 00


In my option, I think there are three orignal ways to help give the carbineer class its own feel and usefulness in the starwars universe.

1. Crowd control -here's my nitch, possibly a bonus to hit or to damage when multiple targets are available. That way, we aren't penalized withlowexp trying to keep groups in check while only hitting for low damage on each target.

2.Status masters -This helps offset the low defenses that the class would have against melee and the high number of attacks we draw when using AoE attacks. Being able to blind/stun/intimidate multiple targets reliablywould help us survive when crowd controlling without overpowering the class in pvp. I also think some sort of AoE status that has a chance to confuse indirectly engaged targets would be a great ability as this would assist in surviving the initial response after a AoE attack

3. Counterattack - Quite possibly the most promising ability for the carbineer. By allowing this to be a major skill in our tree, we can keep the melee and ranged defenses lower than other classes, but make it dangerous just to engage cabineers. The fact that we may get hit more would be offset by the everpresent danger of having a devistating burst of return fire sent the attackers way (hopefully with status effects tacked onthat improve thehigher in the skill tree)


e.g Skill tree 1 (sorry can't think up an original name) 5% counterattack. low damage/single target/stun and/or intimidate.

Skill Tree 2 10% counterattack. Medium damage/single target/blind

Skill Tree 3 15% counterattack Medium Damage/mulitple targets/blind and dizzy (fill in your own status affects if you don't agree with these)

Skill Tree 4 20% counterattack medium or high Damage/multiple targets/ stun/intimidate/blind anddizzyand chance to knockdown original attacker.


Just a thought, please don't talk about how this will be unfair to other classes. Keep in mind low overall melee and ranged defence will offset the skill somewhat. Also these are pretty optimistic percentages so feel free to tweak them. I am just putting down a good basic table.


By the was, great idea for getting feedback on what carbineers what for their class.

Also, everyone should try make an effort to put your suggestions in as well as numbers to improve the class, I need some thing to read here at work....come on!





"A computer lets you make more mistakes faster than any invention in human history - with the possible exceptions of handguns and tequila."
Graloc
Mon Feb 09, 2004 1:58 pm
#37


Offense/Defense
Offense -- 80
Defense -- 20


Targeting abilities
Single target -- 50
AoE/cone -- 50


Offensive Capabilities
Pure damage -- 30
Crowd Control -- 40
Status effects -- 30
Mobility -- 0


Crowd Control Abilities
Knockdown -- 30
Posture down/Snare -- 20
Slow target movement -- 50
Other -- 20 (knockback)


Status Effects
Bleeds -- 30
Delays -- 20
Wounds -- 00
Dizzy -- 10
Intimidate -- 00
Stun -- 20
Blind -- 20
Other Affects -- 00


Defensive Abilities
Melee defense -- 5
Ranged defense -- 40
Counterattack -- 35
Status resists -- 20


Weapons
Damage -- 40
Speed -- 10
Armor piercing -- 30
Accuracy -- 20


Group Roles
Tank -- 00
Damage dealer -- 30
Crowd controller -- 50
Debuffer -- 20
Other -- 00
Arafel_
Wed Feb 11, 2004 2:53 am
#38









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









Arafel
PM Official Meat Shield
Teras Kasi Master - Master Swordsman - Master Medic
I Y Swamptown
Combat Upgrade Beta Tester *crossed fingers*

coopplano
Wed Feb 11, 2004 10:40 am
#39


Offense/Defense
Offense -- 65
Defense -- 35


Targeting abilities
Single target -- 60
AoE/cone -- 40


Offensive Capabilities
Pure damage -- 35
Crowd Control -- 30
Status effects -- 15
Mobility -- 20


Crowd Control Abilities
Knockdown -- 40
Posture down/Snare -- 20
Slow target movement -- 40
Other -- 00


Status Effects
Bleeds -- 20
Delays -- 25
Wounds -- 00
Dizzy -- 15
Intimidate -- 10
Stun -- 15
Blind -- 15
Other Affects -- 00


Defensive Abilities
Melee defense -- 15
Ranged defense -- 40
Counterattack -- 30
Status resists -- 15


Weapons
Damage -- 25
Speed -- 25
Armor piercing -- 25
Accuracy -- 25


Group Roles
Tank -- 00
Damage dealer -- 40
Crowd controller -- 40
Debuffer -- 20
Other -- 00


Doku Skye

Corbantis
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