Carbineer Archive

Thread: Are carbineers pleased with the CU?

Rabidmutt
Thu May 12, 2005 3:23 pm
#27

Like TA, I'm not very happy that our profession doesn't live up to the intended "Crowd Control" specialty. Of all professions with the roots and stat applying abilities, we have none of those post CU. One single snare and an area snare that's, to my knowledge, still busted. That's it. If they Add in an area KD as a master special, bring back the random application of states on FAA, make supression fire work properly, then I'll be much, much, much happier.


As far as the whole "not being able to use all the carbines as a M. Carbineer" thing, I don't mind not having access to all the carbines, but it'd be nice if the E11 Mark 2 had some kind of elemental proc or something special to make it unique and special for our profession (though, this isn't as big of a concern for me as the specials I've previously talked about).



-Fonz Muttski
For Teh Win!
SWG is six feet under.
samijx
Thu May 12, 2005 9:29 pm
#28

Well...the pre-CU notion of Carbineer was supposed to be crowd control. The post CU version of Carbineer (as seen on the diagram) is some crowd control, but it's on the damage dealing side of the crowd control bubble. This explains why it has some crowd control, but also some decent damage dealing. (Which I don't mind a bit) I don't want to sound like a broken record, but if you are more dedicated to crowd control than purely carbineer...pick up additional crowd control skills from other trees. The days of the "Pure Carbineer" (MC + BH carbines) has gone away. I personally don't understand why they gave pure crowd control to the pistoleers and smugglers, but they did. Just adapt and enjoy the game. Or do something drastic and cancel your account like others before you. (No offense, but this is the way it is.)







Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
Lorianna_Aliishyn
Fri May 13, 2005 9:26 pm
#29

Yes, I'm quite pleased. I think the E5 and E11 Mk2 are really nice, and finaly we have some decent kinetic weapons. I like the change in weapons stats also.


Indirectly the armor, secondary stat, stimpack usage requirementsand pre-requisite skill changes has made all the ranged professions more equitable to the power of melee professions. Personally I was able to free up enough skill points to add Novice BH and the Carbine tree.


The new AOE attacks aren't as damaging, but it's worth giving up for all the other relative improvements and the focus on crowd control for them.


And Charge Shot is actually effective against something stronger than a Gnort. I knocked down stuff in DWB...which I couldn't belive. Several times no less, if you can believe it.


All in all, I would say CU was a measureable improvement on Carbineer.








Lt. Cmdr. Lorrianna Aliishynn _________________________________

"Vigilo Astrum"

_________________________Imperial Naval Intelligence, Naboo Det.

Muraazi
Sat May 14, 2005 3:13 am
#30






Lorianna_Aliishyn wrote:

Yes, I'm quite pleased. I think the E5 and E11 Mk2 are really nice, and finaly we have some decent kinetic weapons. I like the change in weapons stats also.


Indirectly the armor, secondary stat, stimpack usage requirementsand pre-requisite skill changes has made all the ranged professions more equitable to the power of melee professions. Personally I was able to free up enough skill points to add Novice BH and the Carbine tree.


The new AOE attacks aren't as damaging, but it's worth giving up for all the other relative improvements and the focus on crowd control for them.


And Charge Shot is actually effective against something stronger than a Gnort. I knocked down stuff in DWB...which I couldn't belive. Several times no less, if you can believe it.


All in all, I would say CU was a measureable improvement on Carbineer.










What kinetic weapons are you talking about a carbineer can use? Nyms slugthrower? Isnt that alittle weak on dps.



Drestin Black
Elder= BH/TKA/Doc/Swords/Smuggler/Pistoleer
Old Republic Avengers Intrepid

Rabidmutt
Sat May 14, 2005 3:51 am
#31








samijx wrote:

Well...the pre-CU notion of Carbineer was supposed to be crowd control. The post CU version of Carbineer (as seen on the diagram) is some crowd control, but it's on the damage dealing side of the crowd control bubble. This explains why it has some crowd control, but also some decent damage dealing. (Which I don't mind a bit) I don't want to sound like a broken record, but if you are more dedicated to crowd control than purely carbineer...pick up additional crowd control skills from other trees. The days of the "Pure Carbineer" (MC + BH carbines) has gone away. I personally don't understand why they gave pure crowd control to the pistoleers and smugglers, but they did. Just adapt and enjoy the game. Or do something drastic and cancel your account like others before you. (No offense, but this is the way it is.)






The bottom line is until they restore some kind of area KD and at least fix suppression fire, I will not be the least bit happy with our situation as a"Strong (4) Position control,"Crowd Control profession, as the CU profession overview illustrates us to be. I can adapt to changes, but I refuse to go the "bend-over and go with the flow" kind of route in a situation such as this.

Message Edited by Rabidmutt on 05-14-2005 03:53 AM



-Fonz Muttski
For Teh Win!
SWG is six feet under.
chunkychunks
Sun May 15, 2005 5:49 pm
#32

im not happy, i had a 12 million cred DXR-6 pre cu, now its worth around 1 mill, my off the shelf elite is better, which kinda sucks



IGN: chunks, currently changing template


i dont have a vendor cause i r the noob , gonna have to contact me ingame to deliver my winnings
Asharin
Sun May 15, 2005 8:28 pm
#33



Rabidmutt wrote:
Like TA, I'm not very happy that our profession doesn't live up to the intended "Crowd Control" specialty. Of all professions with the roots and stat applying abilities, we have none of those post CU. One single snare and an area snare that's, to my knowledge, still busted. That's it. If they Add in an area KD as a master special, bring back the random application of states on FAA, make supression fire work properly, then I'll be much, much, much happier.
As far as the whole "not being able to use all the carbines as a M. Carbineer" thing, I don't mind not having access to all the carbines, but it'd be nice if the E11 Mark 2 had some kind of elemental proc or something special to make it unique and special for our profession (though, this isn't as big of a concern for me as the specials I've previously talked about).





/agree I ended up taking pistoleer 0003 for a root with my template.
Was MBH/Master carb/Nov Medic before the CU Now MBH/M Carb/Pistoleer0003 (still master marksman too the acc and speed bonuses in that master box rock)
What I AM happy about is how devestating a BH/Carbineer is now compared to pre CU.
I really had to struggle to get a kill pre CU, andf that was WITH an exceptional Carbine :/ Now? well I just killed 4 rebels in theed while only losing about half my health, and they weren't complete n00bs either, and they'd just trashed a rifleman/BH from my guild(which was why I was porting in, sadly I couldn't go overt in time to save him (darn 30 sec timer ) snred the 2 melee and went to work on the ranged.
Carbineer is MUCH better post CU, damage dealing wise, but to be honest I'd take a hit in damage to have our crowd control abilities returned :/



___________________________________
Asharin Anderan - Melting your face since '03. / Schtufbox - Random Trader Alt.
"I am Dyslexic of Borg. Resemblance is fertile, your ass will be laminated."
Nice web, Mr Crackspider.
My EmoSpace

Soljin
Sun May 15, 2005 8:56 pm
#34

hmmmm...Im MBH/ Mcarbineer/ 0400 cm and I havnt lost a duel yet.....it rulz in all around PVP and its awesome for hunting jedi...Of course this is not all carbines but the proton carbine helps carbineer big! So if you find carbines lacking a bit definately mix it with MBH its a whole different ball game...


Although im sure most carbineers are MBH alrdy...just thought I would throw that out there......






Soljin Ziest...Master Saber/ Master Healer/ 4004 Enhancer
'VooDoo'...MBH/ Carbineer
Please support the return of combat animations andCreature Handler....


Darkstorme
Sun May 15, 2005 9:13 pm
#35

As a master Carbineer I can't say they've done any harm, just changed the profession around a bit. On my newbie character I started just prior to the CU I have big issues. I am lvl13 and cannot solo a mission from a mission terminal unless it is lvl11 (iffy) or lower. I am stuck using a lvl10carbine at lvl13 which equates pretty much to being killed by any mobs lvl12 and up and having a hard time with lvl11 mobs. Will have to take a different type of weaponskill to get to lvl14 so I can once again kill a mob my lvl solo (although more than one or one lvl higher is still unattainable without armor, which I won't get til novice). So no, PvE wise, the CU (combat upgrade) was actually a CN (combat nerf), especially for new players. First game I've ever played where they ensure their new players advance extremely slow (It normally equates to quick boredom and seeking of a new game). Well, hope they fix it.
Asharin
Mon May 16, 2005 3:30 am
#36



Soljin wrote:

hmmmm...Im MBH/ Mcarbineer/ 0400 cm and I havnt lost a duel yet.....it rulz in all around PVP and its awesome for hunting jedi...Of course this is not all carbines but the proton carbine helps carbineer big! So if you find carbines lacking a bit definately mix it with MBH its a whole different ball game...

Although im sure most carbineers are MBH alrdy...just thought I would throw that out there......





I know how the poison etc is with that temp, how's your healing power?



___________________________________
Asharin Anderan - Melting your face since '03. / Schtufbox - Random Trader Alt.
"I am Dyslexic of Borg. Resemblance is fertile, your ass will be laminated."
Nice web, Mr Crackspider.
My EmoSpace

MaceHalcyon
Tue May 17, 2005 9:27 am
#37

After takeing a break from Carbineer I'm finally working my way back up the skill tree. So far from my experience I'm not pleased to much with the direction SOE took the Carbineer line. As stated earlier by a few other's they took down our main "distance keeper area knockdown." The added damage is nice but the knockdown was our bread and butter in terms of gainning an edge against an NPC or PC opponent at least for me before the upgrade. Also it's TO easy to get up from knockdowns I've noticed. You get hit hit a button and after only one round you're back on your feet.


This should be changed to more of a percentage to give the skill to recover from knockdowns, dizzy's etc a chance to actually fail cause right now I stand at 100% success rate of full recovery in usually 1 round. All our knockdown's are more or less allowing us to gain one extra round of damage and that's it.


I'd like to see a return of a area knockdown/bleed attack IF we're carrying more of a punch I'd like to have that punch equate to a few more enemies falling on there rears so they can look in the sky and then realize a Carbineer is the one that hit them.


The ability to fight a enemy without haveing to worry if your HAM usage will kill us is nice but the trade off we got out of this was to great due to the abilities we lost in my personal opinion.

Whirr
Tue May 17, 2005 10:33 am
#38

I was having fun with the CU until I hit level 41 and realized I don't have a new carbine until level 50 since no one has found the bothan bola yet. Luckily I have a really nice Alliance Needler carbine however the added punch of the higher base damage of the bola would be helpful.

Someone find the bola!
Rabidmutt
Tue May 17, 2005 3:10 pm
#39






Ryubushi wrote:

I'm pleased with how carbineer works now.I tried a little carbineer before the CU, and the HAM costs killed me. The old saying I'd heard carbineers use was very true, "I can kill me faster than you can kill me."Post-CU, I picked up novice carbineer again, and it's working much better. My main character is Master commando/MBH/carb. 0400, and I wish i had more skill points to put into this profession (I'm master commando for life with that character, and I have MBH purely for the proton carbine).But, I was so impressed with how carbineer works now that I made a new character on another server with the expressed purpose of going Master Carbineer. I'm 1211 there now, and loving it.
The carbineer vets may disagree, and they probably know much more than I, but post-CU, carbineers came out pretty good, in my opinion.





Yeah, carbineer is "pretty good" as far as it matches up in combat with DPS, but with the lack of sufficient "crowd control," the profession becomes rather bland. All it takes is a couple alterations and Carbineer could be something that actually lives up to being a "Strong (4) Position Control" profession.



-Fonz Muttski
For Teh Win!
SWG is six feet under.
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