Carbineer Archive
Thread: OFFICIAL Carbineer Class Distinction Thread
Well Fixing our Specials is half the battle, making Charge Shot 2 actually knock down targets in a cone might help there. I dont know but is Suppression FIre 2 supposed to be area affect? I know its not working but maybe if it were AOE and had a very reasonable chance to stick that could help with crowd control also removing the 30 second timer from it so you can actually suppress things into the prone postion allowing melee classes to charge in etc.They also mentioned they are reducing ham costs so that means Area Auto 1 and 2 will be morecost effective and useful in groupsproviding crowd damage,
"Ideally, the carbineer hanging back, uses Suppression fire and or charge shot....once the enemy has been suppressed or blasted off their feet the melee and close combat troops charge forward, the carbineer then supports from range laying down fire using Area Auto...."
Of course that cant work right now since Suppression Fire doesnt work very well if at all and isnt AoE and neither does charge shot 2(Doenst even knock down the actual target let alone affect anything in a cone) . Also the time delay on being able to affect a target with a posture down attack limits our ability to keep an enemy suppressed.
Sound too powerful? Not really since forcing the enemy into the prone postion gives them a defensive bonus against ranged attack and also our working charge shot 1 does very little damage so we have to rely on others to actually dish out the damage. Just make sure that our Suppression Fire 2 and Charge shot line have a low damage so that we burn out of ham if we try to solo stuff we shouldnt be.
Someone was saying that we should be the machine gun of the game, and I think SOE kind of has the same idea. I believe they see us as the Squad Weapon of the Group, vunerable to attack on their own, deadly with protection. First we need to get our Specials All working as intended to see where we stand before they start implementing stuff they end up having to take away from us....
The Snare Idea is a good one too but hard to balance, reducing the enemy's movement rate would greatly help but then this might lead to soloing as well when you snare a target....run shoot....snare run shoot....
yeah - How about fixing our Specials??
Why do we have the title: "Assaulter" - when we can't assualt anything
Why do we have the title: "Infilitrator" -nice title, but what can we really inilitrate.
I can however see the crowd control if CHARGESHOT2 acutally worked a well as Legshot3.
If chargeshot2 actually worked, we could actually become assualters. (chargeshot2/fullautoarea2/ wildshot2/wildshot2).
And I've noticed again - Some AoE shots don't dmg it says it does, dunno maybe since patch. I see dmg over their heads but they only take dmg when they are aggroed to me and I shoot the AoE Shot <--- Plz have that looked into - cause I know it was fixed, but with recent patches it seems to be bugged again.
Oh I really dont care, Ive been carbineer for 3 months, love it, will always love it.
The only 2 things I request are: Reduced HAM, and Legshot3 to work.
Oh, and as for distinction, that makes me think of "unique" things. I know the chances of getting the devs to give us a brand new status effect are quite slim, but it seems so perfect for carbineers as they are meant to be:
We should have a move that slows down a target. A single-target version and a cone version. That or knockback. The crowd control makes me think of keeping a crowd away from the carbineer. Either a slowdown or knockback would be perfect for this.
Oooh, I agree. ChargeShot2 should dizzy and KD -- and none of that "chance to ____" crap!
alioninwinter wrote:
Perhaps since right now ChargeShot2 does nothing, they could make it a better version of ChargeShot1 that does in fact last longer, and making that skill useful to obtain.
alioninwinter wrote:
CripplingShot is good and I like it. However, I don't mind it being moved to the master box and having some adjustments to give a true "master" skill.
(Meant to have this on the last post -- **edit** edit button!)
I agree with this, too. CS should cripple. Right now it is not paired with a loss of mobility. Maybe instead of my last suggestion for an AoE crippleshot2 (which I do still stand by), we could instead get a better CS(1), which could do the gross damage of our current CS and KD (standard timer, of course) -- or maybe a different status effect that would make sense with the name...
Raystonn wrote:
I would be happy with a skill that let us knock down every mob within a set radius (perhaps multiple levels of this skill with increasing radius), but did only 1 point of damage to each mob. This would keep it from being a solo skill while still allowing us to perform crowd control. Again, we still run into the XP issue here though.
This is an excellent idea, too. The devs may even bite, with the "1 damage" part in there. It would be an incredible support ability, and it's definitely crowd control. KD only lasts like 2 seconds anways, but if we could do it to everyone it would be quite useful! And screw the XP, cripple shot can give us some XP when we need it.
can I just quote something?
Deady wrote:
BUT Thunderheart, please take on board that to make us a distinct profession, we should be able to apply either states that noone else can, or states in a way or for a duration that other professions cannot.
We all know Carbineers have "LegShots", perhaps this could be adapted to apply a "leg wound" state, which would slow a creature or player down (useful if trying to escape from a pull gone wrong).
yeah I know, I'm flooding the poor thread, but my opinion is more important ![]()
Anyways, there's always been one thing that's bothered me, although it could be considered unbalanced: should counterattack, ummm, counterattack? Instead of being just a dodge, shouldn't it get in an attack of its own? Of course, this would not be a special, just a normal attack.
fullautosingle/area should add intimidate andblind the target doing Fastmed-highdamage to the target/crowd.
Make supression 2 aoe so a carbineer can PC a crowd have it deal little damage.
Make wildshotsingle/area stun and do fast med-low damage.
make charge shot 2 really have aoe kd doing low damage.
Make cripple shot only target action.
Make Scatter Shot 3 be in the master box dealing considerable damage to all 3 pools at at fast speed to one target.
make burst shot the random pool damage skill doing med-high damage to a single target at a very fast speed.
Also add +20 Defence to kd / Posture change In master box
Here is my 2 cents.