Carbineer Archive

Thread: Potential Top 5

Skinktor
Sat Aug 21, 2004 10:06 pm
#27

I read your post about jedi sticking states on high end mobs when others cannot.

I believe that specials which would deliver a state effect have a "potency" for that state, thats why some kd's are better than others etc.

I think that carbineers "state potency" needs to be increased significantly, as the profession is based on debuffing enemies and shooting them while theyre down. Getting the devs to fix the potency of the state effects would be a step in the right direction.


I also agree that the effects of many states are negligable.


Stun needs to cause a 3-5 second gap between the victims attacks, this would certainly let people know when they were stunned.


Blind needs to induce a 25-50% miss chance, this would cause people to notice that they were blind


just fixing those 2 things would cause carbineers to be a force, too bad niether of them will ever get done


-vass
Feomatar
Sun Aug 22, 2004 12:17 am
#28

Very nice. For me 2 is most important, then 5, then 4, then 3 and then 1.



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
weaponmaster88
Sun Aug 22, 2004 5:47 am
#29

looks good nova.... to bad for no blast carbine.... but more dmg types really don't help us then. your NS example is thus null and void if they won't give us blast or kinetic because those are the only 2 damage types spellweavers/protectors and stalkers are vuln to. and dosen't pistoleer and rifleman have kinetic guns? i know pistoleer does, but i wasn't sure about rifleman.



Xerses- Master Jedi

Zudet- Master Pilot (almost) and BH
Come visit my shop at 4777 -2444 tatooine (deliver 4 mod jewlery here and auction winnings as well)
weaponmaster88
Sun Aug 22, 2004 5:55 am
#30

oh yes i think we have another good reason to push for new weapons. i went over to the rifleman and pistoleer boards and looked at their different weapons. currently rifleman has 5 dmg types and 14 weapons. pistoleer has 4 damage types and 14 weapons.... notice how both those classes have 14 guns...... we currently have 3 damage types and8 weapons...... i think that speaks for iteself some1 should mention this to the devs.



Xerses- Master Jedi

Zudet- Master Pilot (almost) and BH
Come visit my shop at 4777 -2444 tatooine (deliver 4 mod jewlery here and auction winnings as well)
RupertBimpy
Sun Aug 22, 2004 6:16 am
#31






novamarine wrote:

Here are my potential Top 5 Issues ( )for you to review. Please give me your comments. If you find any typos or grammar problems please point those out (mega busy at work so help proofreading is appreciated). I think this list should give me all the ammo I need to make strong arguments to get us fixed. I'll deal with bugs and our few redundant specials once the sandbox is up.




1. HAM Costs


The HAM costs for the various carbine specials are so high that the carbineer skills cannot be effectively used in combat without doctor buffs, extensive food use, or heavy investment into medical skills.


Solution: Lower the HAM costs to bring them in line with other ranged professions.



2. Carbine speed


Currently carbineer has +60 at master and as a result, carbines are the slowest of the ranged elite professions. This makes it difficult to contribute to a group in PvE because other classes are firing faster and thus doing more damage. It also makes engaging in PvP largely futile. The low speed of the class forces players to either accept it, spend millions on speed enhancing tapes, or spend all of their remaining points to add bounty hunter for more speed just to compete with what other professions get at Master.


Solution: A little speed goes a long way. Bringing the class up to +75 speed at master would help infinitely.



3. Defenses


Carbineers lag behind other elite classes in defenses. Even melee classes typically have more ranged defense than carbineers. The class has many AoE/cone specials which draw significant attention to the player. Without sufficient defenses, these skills are more suicidal than practical. In addition, counterattack is not working properly in that it is; #1 not working frequently enough and #2 not “counterattacking” (it appears to be working merely as a dodge).


Solution: Fix counterattack so that it “counterattacks” and activates as often as it should.
Solution: Increase ranged defense.
Solution: Increase resistance to states including stun and blind.



4. Carbine Selection and Effectiveness


Carbineers only have access to carbines that do energy, acid, and heat. These are incredibly common resists in both PvE and PvP. Many high-end targets (for example, certain nightsisters) cannot even be damaged by carbineers meaning they are unable to participate in certain high-end content. Other ranged classes including Pistoleer and Rifleman have access to many more types of damage including stun.

In addition to being unable to even damage certain mobs, many other mobs are merely (<Consider changing to "barely" for a bit more effect )tickled by our damage. In these cases, the reasons is are heavy armor and high percent resists.(May want to ignore last correction and change the sentenceto reinforce the two issues (high AR and high resists) as a whole.) We are a medium-speed weapon profession, yet have only 1 medium armor penetration carbine. This makes it impossible for Carbineers to contribute in a meaningful way in high-end content. The combination of little choice in damage-types and lack of armor penetration makes carbineer unable to participate and enjoy high-end PvE content and “dungeons.” It is highly unfair that this profession is unable to participate in the end game dungeons.


Solution: Increase selection of carbine damage types beyond the most common resists so that Carbineers can be effective in both PvE and PvP. Suggestions include an electricity carbine, cold carbine, and/or stun carbine.


Solution: Increase the AP rating on the DXR6 and/or (I want both )Elite Carbine to AP 2 and/or add new carbines to the game that have AP medium armor penetration ratings.



5. Carbineers have lost distinction


When the game went gold, Carbineers were seen as a crowd control profession because of their knockdowns, posture changes, cone specials, and state-applying specials. Changes to these states have made them much less useful and as such Carbineers have lost their distinction as a crowd control class. Aside from the fundamental difference between the weapons themselves, there is little difference between carbineer and other ranged classes. Right now the only minor thing that separates Carbineers from other classes is the numerous states that carbineer specials can apply to targets. However, these states (stun and blind in particular) are so minor in their effects that many players do not even know what they really do or if they are even working. For example, when something is intimidated (which is available at novice brawler – 15 skill points) it is easy to tell the damage of that target is being reduced. When a master Carbineer (92 skill points)(lose comma)stuns and blinds a target, the effects are minimal and nothing compared to intimidate. Further, it is impossible to apply states to targets in high-end PvE. There isn’t just a low chance, there is zero chance (repeated use of state-applying specials never applies a state). Flip side to this, Jedi walk right up and stun, blind and dizzy high-end targets with easy.(< TA got this one already )


Lastly, other classes such as Pistoleer and Rifleman want states added to their specials which would further erode the uniqueness of Carbineer. (I'm not sure, but I don't think you can erode uniqueness I could be wrong though.


Solution: Posture changes are far less potent and useful than knockdowns as they merely deny movementcompared (whereas) with knockdowns(which) deny movement, deny attacking and increase damage taken by 50%. They merely serve as way to “crowd control” large groups of targets. However, both posture changes and knockdowns have the same 30 second immunity. Please consider reducing the time on posture changes to 15 seconds so that Carbineers can act as crowd controllers again.


Solution: Stun and blind applied from Carbineer (elite profession) are less potent than intimidate (Novice Brawler). Please increase the effectiveness of stun and blind. It is a great disadvantage to be intimidated and Carbineers feel being stunned or blinded should result in a similar penalty.


Solution: Carbineers need to be able to apply states to high-end mobs. This does not need to be a 100% chance but give us reasonable a chance to apply states.




Seeing as no one else had proofread yet, I figured I could take the liberty. Please point out mistakes to me or anything I may have missed / is too confusing.

FoeHammerOne
Sun Aug 22, 2004 12:58 pm
#32

Most impressive Novamarine, you serve our community well. I like FireHawks idea of +20 vs. State defenses.



FoeHammer - Retired Weaponsmith
Natakku Asada - Retired PvPer.
Brilyn
Sun Aug 22, 2004 7:16 pm
#33

< and dosen't pistoleer and rifleman have kinetic guns? >


The Rifleman does *not* have a Kinetic weapon. The Tuskan is Energy. (don't go there. )



The Striker Pistol does Kinetic. However: it's crap. And it's more of a Marksman weapon than a Pistoleer.



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
weaponmaster88
Mon Aug 23, 2004 4:22 am
#34






Brilyn wrote:

< and dosen't pistoleer and rifleman have kinetic guns? >


The Rifleman does *not* have a Kinetic weapon. The Tuskan is Energy. (don't go there. )



The Striker Pistol does Kinetic. However: it's crap. And it's more of a Marksman weapon than a Pistoleer.






i'd settle for a crap kinetic carbine.... i don't see why nym's isn't kinetic it fires bullets. and doing 800dmg with a crap gun is better then doing 0 with your best gun.



Xerses- Master Jedi

Zudet- Master Pilot (almost) and BH
Come visit my shop at 4777 -2444 tatooine (deliver 4 mod jewlery here and auction winnings as well)
NippyBooBoo
Mon Aug 23, 2004 4:30 am
#35

Looks good. My 2 cents on the order, I do find HAM costs to be my biggest isue. With wepon damage types as second. The rest is ancillary. IMHO.



Stargazer
Stefi - Sasha - A'tom



Brilyn
Mon Aug 23, 2004 1:19 pm
#36

< i don't see why nym's isn't kinetic it fires bullets. >


Um.... I don't recall it saying that?


It's called a 'Slugthrower', which means it throws slugs. In this case, it throws slugs of acid.


< and doing 800dmg with a crap gun is better then doing 0 with your best gun.>


If the critter has 25k HAM? No, it's not.


If you're *that* concerned about it, spend the 9 points you need to get the Striker Pistol Cert.


It's crap.


If we got a Striker Carbine, that did damage on the same level as the Striker Pistol, *that* would be crap.



Please? Stop asking the Devs for crap?



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
Therascalking3
Mon Aug 23, 2004 3:13 pm
#37

someone needs to tell weaponmaster to listen up (so i guess it will be me)


from the devs:

No Ranged Kinetic Weapons ever (other than the striker pistol which sucks)


The debate is between a Cold/Electric/ or as much as i hate to say it a Stun carbine. Blast is also out of the picture as the devs stated there will be no more blast weapons created. Therefore turn your attention an efforts to the task at hand and stop beating the dead horse.



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
weaponmaster88
Mon Aug 23, 2004 5:44 pm
#38






Therascalking3 wrote:

someone needs to tell weaponmaster to listen up (so i guess it will be me)


from the devs:

No Ranged Kinetic Weapons ever (other than the striker pistol which sucks)


The debate is between a Cold/Electric/ or as much as i hate to say it a Stun carbine. Blast is also out of the picture as the devs stated there will be no more blast weapons created. Therefore turn your attention an efforts to the task at hand and stop beating the dead horse.






what good will a cold or electric carbine do us? i know it will increase our dmg types, but some1 needs to tell the devs to listen. everything that we currently can't dmg also has 100% to cold and electric. big help there. composite armor has the same resists to cold and electric as energy heat and acid.... another big help. once armor is in balance that won't be a problem, but higher end NPC's having 100% to everything a ranged profession can do is the main problem. which means the devs either need to give ranged professions a gun that can damage them or lower their resists to something more reasonable. i don't see why i have to sit and watch my guild kill nightsisters just because i choose to be a ranged profession. dosen't anyone see a problem with this? adding an electric or cold carbine would be cool and i'd be all for it, but it dosen't solve anything. i know what the devs said, but they also said "there are no plans for new carbines at this time" and yet there are 4 new carbines in the patch files. the point is we need to push to get the problem solved, which means lower higher end NPC resists by even as little as 5% or give ranged professions weapons that can damage them.



Xerses- Master Jedi

Zudet- Master Pilot (almost) and BH
Come visit my shop at 4777 -2444 tatooine (deliver 4 mod jewlery here and auction winnings as well)
Brilyn
Mon Aug 23, 2004 6:06 pm
#39

< everything that we currently can't dmg also has 100% to cold and electric. >


Go check out Super Battle Droids in the Deathwatch Bunker: their resist to Electicity is quite below their other resists.


< i don't see why i have to sit and watch my guild kill nightsisters just because i choose to be a ranged profession. dosen't anyone see a problem with this? >


Actually, no I don't.


Either spend the 9 points on the crappy Striker, or go buy a crate of C12 Grenades .There ya go, instant Blast damage, and it didn't cost you a single extra skillpoint.


Oh, and they're better than a Striker Pistol.


< which means the devs either need to give ranged professions a gun that can damage them or lower their resists to something more reasonable.>


Or you could use the weapons that are already in the game: C12 Grenades.


< yet there are 4 new carbines in the patch files.>


No there are not.


There are 4 new pictures of carbines in the Patch files. Nothing else has been confirmed, as is purely idle speculation at this point.


< lower higher end NPC resists by even as little as 5% >


That's fairly meaningless.


Aside from which, an SBD's resistances drop as it's HAM drops.


< give ranged professions weapons that can damage them. >


You mean like C12 Grenades?



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
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