Carbineer Archive

Thread: Official Top 5 Issues 4/9/04

TAfirehawk
Tue Apr 20, 2004 7:28 am
#27

Oh I forgot to say I like to have my alt, Master Doc, tag along And have my CM friend too


Don't worry those CM and Rifleman are being hit with the Nerf Bat.....





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

steven_omally
Mon Apr 26, 2004 7:32 pm
#28

the slowest ranged prof? arent carbines machine guns? if they are, i believe they should have higher ham costs, but have very rapid fire rates, but thats just me



Wesa Vikem- you know him, you love him
TAfirehawk
Fri May 07, 2004 6:36 am
#29

I am not sure the Star Wars universe needs an RPG attachment to Carbines






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

La_Vo
Fri May 07, 2004 8:27 pm
#30

I am not saying an RPG, just a grenade launcher. Similar to the ones used by the US military, mounted below the gun.

Care would be needed in how this could be implemented to ensure that it was not a viable option to use it to the exclusion of the carbine itself. Limit the amount of ammo you can load and only allow loading when not in combat for instance.

This is just a different idea to increase the amount of damage a carbineer can do and introduce a new damage type. Whether it is a good idea, I don't know but it would sure make being a carbineer more fun.


La'Vo

Master Carbineer, Combat Medic

Europe-Chimaera



La'Vo
Europe-Chimaera
Master Carbineer
Ace Rebel Pilot

Godswarrior493
Sat May 08, 2004 7:38 pm
#31

thats an interesting idea, but seeing as that it's more of a commando perk really.



I mean they use their marksman guns and put a grenade launcher on it.



IF we are equivalent to slow ass machine guns, well...


lets just say, I've NEVER seen a U.S. SAW with a 203 on it lol


but really i could just imagine a marine with a saw not being able to fire cuz he ran out of action points haha


but yea we need SPEED to be a machine gun prof.


I'm a BH carb/ Master carb, so speed don't mean anything to me.


But if we got more speed id drop it in a heart beat



we couls also use /crippleshot2 aka disintegrating shot x11 damage mod....lol what am i thinkin....





Omiem---Imperial Colonel----a smuggler from before, to after...
Tapa
Sun May 09, 2004 7:40 pm
#32

yeah, carbines are supposed to be machine guns, so why is our rate of fire so dang slow? I think increasing our speed would be most effective, I loved carbineer when I was master carbines and carbines 4 in BH, but that ate up so many SPs I had to drop BH. +30 speed would be great, or make carbine weapons have better speed.




r Tapa Gwaca r
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Vendors located in Purgatory, Lok. 4145, -3575
Slaixth
Wed May 26, 2004 12:06 am
#33

I'm with everyone on this, I've gotten Carbineer 1-1-1-1 in about a week and a half of play and I am impressed with the specials in PvE. PvP however just plain blows. I don't do any damage to somebody that has armor and is buffed to high Hell. Carbineer definitely needs more weapons. Right now I"m using a Krayt DH-17 Carbine.....A DH17. Novice Marksman gets the cert for that! Carbineer is supposed to be an elite profession....Well I sure don't feel elite when it comes to PvP.


The only nice thing about this n00b Carbine is it's low HAM cost (in the 20s on each pool) high RoF 2.2 seconds without powerup, and Damage is on par with my Laser Carbine which had a HIGH HAM cost. If anyone knows where I can get a Krayt Elite Carbine or any Krayt Carbine for Carbineer on Starsider, send an e-mail to Slaixth.


Carbineer KDs need to be made more effective and they would be great at crowd control. I had a friend working on his unarmed against some critters on Naboo he shouldn't have tangled with. I ended up taking out the whole lot of them with a few Action Shot 2s





"I'd call a retreat, but we'd have to give them a head start."

-Card Dreamer on hunting a large pack of Tabages before they got a speed increase
Malovec
Sun May 30, 2004 9:18 am
#34



One idea I had to make carbineers a little different and more viable in combat was to give us secondary weapons mounted under our carbines, such as grenade launchers or shotguns. This is something that carbines in the real world often have. They would need a suitable time delay between uses so that they didn't get used as the main weapon and could be fired as a special perhaps awarded at master level.





perhaps a little melee action with bayonettes?




"Dee Doo Dittle, Doottile!" - R2-D2
Bumbofett
Mon May 31, 2004 7:11 pm
#35

If they would just lower the damn ham cost and gave a little more speed this profession would be awsome.........I mean I dont feel that buffs should be the only way i can use a minamal amount of armor and use more than three specials at the same time ive used pistols witch dont seem to be less powerful seeing as though with a decent gun they shoot at once a second and can spam there shots for less than a third what it would cost with a carbine (i dont have any sort of dislike for pistoleers) just lower the special cost for gods sake!
EisMan_Buckeye
Sat Jun 05, 2004 10:01 pm
#36

I want to put an end to a common myth I am hearing about carbines. Carbines are NOT machine guns.


They are short versions of assault rifles, commonly used bywhen a rifles is too large a weapon or in CQB. Most carbines areusually fired at either single round or three round bursts. Unlike submachine guns, which are often times falsly called carbines, carbines use rifled rounds for greater accuracy at longer ranges. I realize this game is not ment to mimic real life, but it just seems to me that many people out there are trying to base our profession on their misconceptions of what a real life carbine is.


In SWG terms, the heavy machine gunners are riflemen, not carbineers.





__________________________________________
EisMan Buckeye [COG]
Mercenaries do it for money
[Master of Carbines] [Retired Mercenary]
__________________________________________


Wideshot
Sun Jun 06, 2004 2:29 am
#37

Looks like a good list of issues. One thing that IMHO I believe would open up combat tactics more is for 'state effects' to actually be able to land on high-end creatures. This is not just a carbineer issue, but I feel it is an impotant one to make higher end encounters about more than just defensive stacking and spamming the best DPS attack.
RyadhiMakkar
Wed Jun 09, 2004 6:57 am
#38

When I got tired of M. Commando I picked up the carbineer line to add to my defense stack. I loved the specials, didn't mind the special cost since I usually kept a good stock of accaragm with me and did most of my missions buffed. What troubled me was the uselessness of master carbineer. There should be a master class weapon on every combat class. This would make mastering a profession actually worthwhile. As it stands there is no real tactical advantage to mastering carbineer and you would be better off putting your skill points into the BH carbine line.





Col. Farlander
"Lead, follow, or get out of the way."
"We will kill, kill, kill, until everything has been kilt!" Lt. Com. Whitaker
MehoKaric
Mon Jun 14, 2004 6:16 am
#39

"One thing that IMHO I believe would open up combat tactics more is for 'state effects' to actually be able to land on high-end creatures."

Hmm, I've been doing carbineer for a while now, and I'm 2-2-1-1, and I went hunting on Dathomir earlier today, and was able to get stun and dizzy to stick to a Bull Rancor pretty easily, maybe 1 or 2 tries, using FAS2, then Burstshot for the damage once I stuck em.



Meho Karic - One of the few Carabineer loyalists on Lowca
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