Carbineer Archive

Thread: Carbineer Issues and Status

CombatDroidEngineer
Mon Sep 27, 2004 4:27 pm
#27

I AGREE FIX CARBINEER FIX IT MAKE IT ABLE TO BE LIKE OTHRS FIX IT FIX IT I WANT TO BE ONE BUT IF ITS NOT FIX THEN IM NEVER GONNA BE ABLE TO COMPARE TO OTHRS AND NIETHER ARE ALL U UNLESS U LUCKLY SINCE EVEN CARBINE DOTS ARE RARE MUCH MORE THAN OTHRS U NEED AN AWSOME ONE TO COMPETE UNLEES YOUR FIGHTING A NOOB. FIX THIS PROFFESION!!!!!!!
Kraftomatic
Mon Sep 27, 2004 5:34 pm
#28

Come on now...+90 at master (if anything rifleman should get +75..)
wilibus
Wed Sep 29, 2004 9:34 am
#29






Kraftomatic wrote:

Come on now...+90 at master (if anything rifleman should get +75..)





+75 would seriously hurt rifleman. A friend of mine made a point to me a while back contrasting rifles and carbines. Basically he said from Novice to Master carbines shouldn't really notice a speed difference but should have a huge accuracy bonus going along the idea of "not hard to hit the fullauto switch then spray ammunition"at first most shots will miss but as you progress then more and more will start being on target. Then he said with rifles they should not huge gains in speed from novice to master basing on the idea "point thegun pull thetrigger,rifle will always shoot straight"where going from novice to master represent yourquickness at"pointing the rifle in the right direction"This doesn't really have much to do withanythinggame related, but if you are looking for some kind of justification on rifles gaining +90 speed i think it would be right here in my post.


Theproblem with speed isn't so much the modifiers certain classes recieve but how the modifers are taken into account. Instead of the increasing returns they have now they should have some kind of diminishing return after about +60 or so.








Lawke Eislen | Carbine Extraordinaire | Imperial Pilot Ace
Avaris Eislen | Procurer of Combat Fashions | Kintan, Naboo

RatosKintar
Wed Sep 29, 2004 11:10 am
#30


Suppression Fire suggestion:

Instead of a posture change, make the likelyhood of getting hit very high in an area of effectwhile the target(s) are standing, normal-low while they are keeling and low-very low while prone. It might require an AI sequence to drop stances to react naturally, but I think it makes more sense...(I'll leave the amount of damage to others, but it has to be enough to give the MOB or player an incentiveto drop stances).


- Ratos

Master Carbineer (holo told me to, but I stay by choice)
TAfirehawk
Thu Oct 07, 2004 5:07 pm
#31

I added fixing LegShot3 in the 8th spot.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

OnlyMaestro
Thu Oct 07, 2004 11:37 pm
#32






TAfirehawk wrote:

I added fixing LegShot3 in the 8th spot.







Seriously...how hard can it be to increase it's damage multiplier? Legshot3 should = Headshot3 at least. Which...it doens't.


I know, I know...Devs are busy, fixing a game is hard. But it's their job and all. That'd be like my technical rescue squad going to a blazing building and saying, "Ya know...this fire, is really hot...it might get our gear dirty....let's wait till it cools down and gets easier."


Well not exactly, but you get the point.



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

TAfirehawk
Fri Oct 08, 2004 8:35 pm
#33






OnlyMaestro wrote:





TAfirehawk wrote:

I added fixing LegShot3 in the 8th spot.







Seriously...how hard can it be to increase it's damage multiplier? Legshot3 should = Headshot3 at least. Which...it doens't.


I know, I know...Devs are busy, fixing a game is hard. But it's their job and all. That'd be like my technical rescue squad going to a blazing building and saying, "Ya know...this fire, is really hot...it might get our gear dirty....let's wait till it cools down and gets easier."


Well not exactly, but you get the point.







Well after doing some programming in my younger days and speaking with plenty now, it is a day of coding and 1 week testing and 75% or better of our issues and ALL ISSUES could be done.


Although that last 25% is HUGE in time needed and still leaves a large bit of the game borked......


SOE decided to take months and fix 95%.....not my call.....





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

OnlyMaestro
Fri Oct 08, 2004 10:35 pm
#34


I know, but still...it's what they've spent their lives doing.



It's not like they plucked people from the streets. At least...I hope not



edit: spelling

Message Edited by OnlyMaestro on 10-09-2004 01:37 AM



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

Silvarran
Thu Oct 28, 2004 10:29 am
#35

I say just wait til the timer is in affect for your specials when the upgrade hits, try playing so that you have to wait between 2-3 seconds or so before you can use a special again....



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Old Jedi never die, they just Ebay away!!
DrowLord
Wed Nov 03, 2004 4:02 am
#36


I have read some comments on Charge Shot and that it will always bring you closer to your target when it activates....others disagree. In my experience, when you are about to make the transition from one attack to Charge Shot you can actually run the other direction while firing. The resulting animation is awesome; You running away from the target with fist in the air, firing over your shoulder without looking to knock down the target!!


Looks awesome.




<||> KI-STING DIABLO <||>

OF HIS MAJESTY'S IMPERIAL FORCES
* PRE-CU IMPERIAL COLONEL *PRE-CU FORCE SENSITIVE PLAYBOY *
* PRE-CU MASTER CARBINEER/MASTER DOC * IMPERIAL INQUISITION ACE PILOT *
* PERMANENT MISFIT AND NIGHT CRAWLER *

"Only now, at the end, do you truly understand the power
of the Australian living in another timezone as you sleep"


TAfirehawk
Wed Nov 03, 2004 10:01 am
#37






DrowLord wrote:


I have read some comments on Charge Shot and that it will always bring you closer to your target when it activates....others disagree. In my experience, when you are about to make the transition from one attack to Charge Shot you can actually run the other direction while firing. The resulting animation is awesome; You running away from the target with fist in the air, firing over your shoulder without looking to knock down the target!!


Looks awesome.







That is how ChargeShot works....it WALKS you 5m in the direction of your target OR the direction you are moving before it fired.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

RancorBeastofFear
Thu Nov 04, 2004 3:52 pm
#38






Elapidae wrote:





TAfirehawk wrote:





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. NOTE: Kinetic and Blast are NOT options here as those are specific distinction damage types for TKA and Commando respectively.




Dam.... and hereI was thinking that all 4 meele classes considered themselves kinetic damage dealers..





Bommando is blast and TKA is Kinetic ..... Please read what he said again *snicker*




......And someone said Fair Warning
Lord strike that poor boy down
Turned from Hunted into Hunter
and went to hunt somebody down.....


Van Halen 1979
JonnyBravo
Thu Nov 04, 2004 4:52 pm
#39



AntillesWing wrote:
The thing is, there is always more force behind a meele weapon. So they should be doing more damage than us. Hitting as often? Don't think so. Ever tried to hit someone with a sword, dulled preferably? Not very easy. Meele people shouldn't hit nearly as often as we do ( its alot easier to anticipate a man's moves at 20m than at 1-5m) Yet for some odd reason, when ever I go off hunting with my friend, I miss half the time, and he and his little stunbaton hit just about every time. IF anything, to balance out the combat, meele guys need to hit less, and we need to hit more, not increased damage. What good is increased damage if you can't hit the broad side of a barn? Though I do agree with the damage type thing, its pretty annoying to have to fight those stupid NS, and find out they're immune to laser...
btw, nice job TA

Message Edited by AntillesWing on 09-26-2004 10:19 AM

Message Edited by AntillesWing on 09-26-2004 10:20 AM




There most certainly is NOT more force behind a melee weapon. That's just ludicrous. A melee weapon should deal more damage than a ranged one? That's equally as ludicrous. Given the choice between being hit by a baton, or shot with an M-4, which would you choose? I rest my case.
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