Carbineer Archive
Thread: Your Top Ten Issues
1. Specials need to be fixed. The fact that many don't work properly of at all seriously hinders our play
2.The elite carbine. Maybe just adding another cert on the carbineer tree would be better, but when you do dmg calculation for carbineer vs pistoleer and you use a lvl 2 pistol cert compared to any carbine, and with the broken AR, they do more dps or dmg or whatever.
3. Specials
4. HAM for all the reasons that have been said before
5. an increase in the amount of dmg we can do or have the possiblity to do to justify the HAM costs. Like have a high HAM gun that hits really hard and a low HAM gun that's well lower HAM but less dmging.
6. 7.8. 9. Specials, there's so many that have porblems
10. An Eweb mock up would be nice. What I mean is basically a machine gun that can be set up in a spot and fires faster and harder (but probly has no specials) but is not mobile. This could be like a really costly thing to get or have crafters make or something. Just an idea to toy with, but having a gun on a tripod or base could be cool, especially if it fired like a real machine gun.
Ron_in, I agree, the game could use an E-Web. However, I think it should be saved for a new profession, that gains certs like this one, but relies on either carbineer or rifleman for specials. Specials that could apply -- any rifle move not involving cover, and burst shots, fullautos (single or area), and scatter shots from carbineer. Could make a real interesting addition to PvP especially.
novamarine, as usual we agree on a lot of points. A suggestion on the matter of PC not doing much (since they can stand right back up) -- make player-initiated posture changes (like I decide I want to kneel) incremental, and timer-based -- no standing directly from prone (without the set of specials in the ranged support line), and no changing posture multiple times within, say, 4 or 5 seconds. So, it takes time to stand up from prone and knockdown, and the ranged support moves have a use -- they could even ignore the timer restriction, since they use HAM.
As for the targetting action, I wholeheartedly agree. It's clear that stuff always dies from health unless you're in a homogenous group or soloing. Yet action is healable as well, so doesn't have a unique bonus like mind damage does. I think the answer to why action damage exists is this: it was designed as a kind of debuff or controlling shot -- damage their action and they won't be able to use specials against you. Unfortunately, across the board, action isn't heavily enough weighted in HAM costs for this to be the case -- you get almost as much of this effect from hitting health anyways. I don't think we need to do away with action targetting -- but somebody definitely needs to go through and run special moves on a bunch of professions, and make sure that if you incapacitate yourself from specials (ie, no damage from an enemy), action needs to not only be the pool you incap from, but it needs to be the predominantly drained pool. Incap from special use alone should leave most combat professions at 0 action, 50% health, 80% mind (or whatever, with some variation due to move), and riflemen probably either action 0, mind 25%, health 75%ish, or mind 0, action 25%, health 75%ish. THEN targetting action would be a worthwhile strategic move, and the action wounds we can inflict would also have the appropriately debilitating effect they're supposed to.
1) HAM costs: they are way too high compared to the other professions. Carbineers kill themselves with specials even if the enemy never hits them. You shouldnt requiretatooine sunburn or spices or doc buffs just to use your specials. They can be higher than other professions, just not that much higher.
2) Broken Specials: they should be fixed and work as they are supposed to. All of them. Some lines are useless because the specials in them dont work properly.
3) Elite carbine: it should be better than what it is now. Maybe it's a material problem, since it requires some rares which usually have bad stats, but the weapon doesnt seem anything special anyway. It's energy, but lower ar and max damage than a laser, while not being any faster, so there's usually no reason to use it over a laser. Either make it a lot faster, raise its ar, or switch to another type of damage, but just make it special in some way. I always use a dxr6 or a laser and those are marksman weapons, there should be some use for the carbineer-only weapon.
4) Speed and accuracy mods: They shouldn't be lower than what you can get with BH carbine. Make them at least equal. Also a master carbineer should be able to reach the speed cap with an average speed carbine.
5) Defensive mods not working: a whole line is based on those modifiers but they arent working at the moment. They should.
6) State modifiers on some specials: some arent working, like dizzy lasting for 0 seconds, or stun not having any effect. This makes some of the specials which have such effects useless. Fix them.
7) Pausing while firing: annoying and it can get you killed. Remove the pause.
8) Crippling shot: being in carbine marksmanship and the natural progression from legshot3, it should target the action pool, not a random one.
9) Charge shot animation: it looks silly, and it's annoying as well. Remove it.
10) Area effects: a carbineer should be the master of area attacks, but with the posture down timers and specials not working it isnt so. Try to make carbineers more effective at area state changes or posture changes without making them unbalancing, maybe a workaround of the 30 seconds timer.
1. Action cost is too high. I've made some people doctors and need to be one myself to play Carbineer. Can anyone wear a full suit of spliced armor? I doubt any of us can wear even a few pieces of unsliced...
2. We need a better weapon for master carbineer. I use elite carbine and laser carbine. I haven't noticed a huge difference when using specials. Elite is sweet when spliced and not using specials as it's fast.
3. We need a good shot at the upper levels that does mind or health damage. In other words a charge shot for one of those areas. The shots that do damage to action are only valuable after letting the enemy bleed for 5 minutes when solo, and are useless in groups because no one else uses action shots and the commandos and other players either take out the mind or the health before the action goes. So many times they say focus on mind or focus on health, but I can't focus on mind cause I don't have a mind shot and I'm 2 boxes away from Master Carbineer. I have some weak health shots.
4. Relative strength to animals. There are animals that show up with a blue dot after advancing. The dark blue dots kill me now. They didn't when I was in the lower levels. It's like I should be stronger due to advancements, but I'm not. I used to be able to one shot Crazed Robas, now I can't. I think I'm getting weaker as I advance.
5. Why does chargeshot 1 say it didn't knockdown a creature but I see the creature fall? Rumor is that chargeshot 2 doesn't knockdown...that is not a great reward for all the time it takes to get that box....
6. Fighting melee creatures. We can shoot on the run and knockdown, but knockdown makes us run towards them and they are always faster. Maybe let us hunt from animals? Once they get to us it's over.
7. Weapon modifications don't last long enough.
8. Need a description in game in the skill tree of what the shots are supposed to do. Not just, the carbineer has advanced....
9. Make us stronger than jedi
10. Make me stronger than all the other carbineers. hehe.
PLEASE LOWER THE HAM COST
All ten issues are HAM COSTS. I see someone who asks me to kill them so they can clone back at city so they dont have to run. I agree and they UNEQUIP thier weapon. I stand at a good distance so they thier auto attack doent get me with melee attacks. KEEP IN MIND THEY ARE NOT ATTACKING ME. After i use a couple of my special shots the person laughs because i am at almost NOTHING and they are still close to full health. One or two special shots and im almost dead.
PLEASE FIX THE CARBINES, IM BEGGING YOU.
1. HAM costs are way too high for specials. Especiallly given # 3 & 4
2. Improvements to the weapons. Anything above the Laser Carbine needs a second look to make sure they are actually worth something and can be crafted as such.
3. Broken specials. We all know they're there ![]()
4. Range modifiers - our ideal range bonus is weak and we're really in trouble if we get out of that range. We should be able to his something once in a while.
5. Damage is too low on the higher end weapons. (ok I know that's part of #2 up there)
6. Ballance issues with the other combat professions - At least in part aresult of the above issues.
7. Consequences of the timers for knockdown & posture change type skills and the general ineffectiveness of them now.
8. Loss of a role for the carbineer in a group. Most anything we can pull off at this point can be done by either a Pistoler ora Rifleman for more damage with less HAM cost.
9. Meele penalty is too high. especially with warping mobs
10. Did i mention the HAM costs are killing us. I do far more damage to myself than the average opponent does. Even if everything else is fixed if we can't use our specials what was the point!?
1: HAM costs are more deadly than enemies.
2: Class niche lost with KD/PC nerf
3: Dizzy/status changes ineffectual or broken
4: Broken specials
5: Redundant specials
6: Lower speed/accuracy from whole tree than 4/14ths of BH tree
7: Counterinsurgency line broken or ineffectual
8: Unrealisticly lowdamage output from full auto capable weapon as opposed to semi automatic weapons
9: Elite carbine laughable.
10: Carbine crafting out of whack with other weapons.
Hi,
its the first time i now write here in carbineer forum and pls dont take this all personal, i dont want to attack someone!
i just want to say, thats the HAM cost are "not" to high, we doing the most damage beside Commando and what will be if we have lower? uberpvp? spamming crippling? yeah cool baby! it will be to easier with lower HAM costs but no work then!?
Who says we have a disadvantage in PvE or PVP pls play the game and stop crying!
And what specials are that much broken? LegShot3 does not so much damage? It isnt that much more but its increased compared to Leg2 in my opinion.
1. The only issue i have is Elite Carbine is worse then Laser.
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Only one - If the bad spelling got past final inspection before game shipped out, well,enough said.
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Actually it's worse than that... The bad spelling made it through development... The bad spelling made it through Alpha... The bad spelling made it through Beta... The bad spelling continuously makes it through the Test Center... and here we are....
Three possible scenarios about carbineers...
1) The developers are completely incompetant to the fault of their inability to spell "Carbineer".
2) The developers do not have the power to fix the carbineer profession 1-2 years since they begun work on it, over three months since the game was released...
3) Thedevelopers do not want to fix carbineer in place of more rediculous "fixes" that have little or no affect on the game.
That's all that needs to be said, and if I worked for such people, I would fire myself.
I'm not asking for new stuff. I'm not asking for fancy uber abilites and I DONT want carbineers to be Gods, just so people can flock to them as they have done to BHS andare doing to commandos now...I like being a minority... But this MUST be fixed NOW!
1) Our specials. Even the ones that work have been made mostly useless. Charge shot? Suppression fire2? I use cripple, legshot2 or 3 (They're the same), action 1 & 2. Of course, legshot 2 & action 1 are from marksman. Fullauto & suppression fire might be worth it if only the dizzy worked.
2) Accuracy : I have 4 boxes in accuracy. I still can't reliably hit. I feel like if I want to be able to get real use out of my weapon I may have to take the carbine line of Bounty Hunter just for the accuracy.
3) HAM costs : too high. It means that weaponsmiths spend valuable experimentation points on HAM costs instead of damage/speed/range and thatI'm a novice doctor.
4) Elite carbine is merely 'ok'. It's beat out by marksman carbines. Laser for AR, DH17 for dps, DXR6 & EE3 for acid/heat.
5) Defense : We're supposed to be midway between pistol and rifle, but both pistol and rifle get more defense than we do. And Commandos which get to do so much damage because they have such low defense aren't far behind.
Master Carbineer : 15 defense vs intimidate, 15 defense vs knockdown, 5 ranged defense.
Master Commando : 5 defense vs knockdown, 5 ranged defense, 5 melee defense.
Master pistoleer : 30 Dodge, 20 Defense vs Stun, 20 Defense vs Blind, 20 Defense vs Dizzy, 30 Defense vs knockdown, 20 defense vs posture change(down), 13 Melee defense, 5 Ranged Defense.
Master Rifleman : 18 Ranged Defense, 20 Block, 10 defense vs Blind, 10 Defense vs Dizzy, 30 Defense vs posture change(up), 10 Defense vs Stun. 20 Melee defense.
But we get 20 Counterattack! Yippee! We should get either better defense or better damage. If we sacrifice some of the defensive power of the pistoleer or rifleman it should be in exchange for something. Not just... You're in between the two, only worse.
6) Stopping to shoot while running.
7) Not that useful in groups, but can't solo well. We can do random damage, but not as high as a rifleman, and few in the group are likely to target the leg with us. Solo, we do best at range, but warning shot is the only way to keep creatures at range - and it doesn't work on NPCs.
1-4.) HAM costs.
5.) Broken/bugged specials. Our usefulness as a profession would be hugely increased just by fixing the dizzy timer on the FA moves. Too many of our other specials simply don't work or aren't worth using. And what's with that silly animation for charge shot?
6.) The "Elite" carbine. Yeah...
7.) Fix counterattack. This alone might make us a viable profession if it worked properly.
8.) Pausing while initiating combat or being attacked. Its a deathtrap, and I don't see its purpose.
9.) No special moves at master. Others would argue that we get more specials in our trees than most. This might be a valid reason if more than half of them actually worked or were worthwile. That aside, there's really not much incentive to go to master.
10.) Correct spelling. How long do you think it would have taken them to fix this if it were Pistolier?
Hey all, I’d like to ask this upon you all. If you would, could you list your top 10 issues with the Pistoleer Profession in order from Greatest to Least major issue and please give a brief explanation as to why, but that’s optional. However, it would be nice if you could explain as to why your Number One issue is your number one issue. Issues can list from Mods to Specials to Spelling.
I ask this because I wish the Devsto discover which are the most important out of the ones listed and discussed. Therefore, perhaps then the most important ones will be noticed, andcan be worked on immediately if it’s not to overly difficult. Also, if you can’t list 10 issues, that is fine.