Carbineer Archive
Thread: CARBINEER's need a stun weapon armor is over powered each class needs a way to go past it read in
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Kaffis
Mon Feb 23, 2004 4:05 pm
#27
While I do believe that carbineers should be due a fourth damage type, armor is too powerful overall. These 90% armors are just ridiculous -- the initial design concept was one in which armor would not be a prevalent, standard piece of equipment -- we're supposed to have viable options to wear little or no armor. Stormtroopers excluded, the majority of the characters in the Star Wars universe wore no more than a helmet and uniform, and often not even that. The rebel troopers on the Tantive IV -- helmet. The special forces operatives on Endor -- just a helmet. The main characters -- usually not even a helmet. Imperial officers -- not even a helmet. Etc.
The effectiveness of armor is far too great across the board to maintain a continuity-friendly distribution of armor. Particularly when the effective armor is composite and not player-made faction armor.
At the least, maximum effectiveness ought to be in the 50-60% range, with perhaps one stat as high as 75%. And we should be talking at least 2 vulnerabilities. You know.. kind of like the way middling creatures work.
Or did we all become Krayts when I wasn't looking?
The effectiveness of armor is far too great across the board to maintain a continuity-friendly distribution of armor. Particularly when the effective armor is composite and not player-made faction armor.
At the least, maximum effectiveness ought to be in the 50-60% range, with perhaps one stat as high as 75%. And we should be talking at least 2 vulnerabilities. You know.. kind of like the way middling creatures work.
Or did we all become Krayts when I wasn't looking?
FurryFury
Mon Feb 23, 2004 7:25 pm
#28
I've never tested it, so I'm not really sure, but don't our laser carbines do well against composite armor? Unless the person has special protection in Energy, the medium armor piercing plus relatively high end dmg of laser carbines should do some decent amount of damage right? A new carbine would be cool, but I think once the specials of carbineer get fixed- we won't need any fixes.
SergeyStryfe
Tue Feb 24, 2004 12:10 am
#29
laser carbs suck unless u get like a 35 percent damage slice so the min aint **edit**
SergeyStryfe
Tue Feb 24, 2004 1:40 am
#30
our class is really nice offense if people dont have dizzy defs but most do but when someone attacks us with dizzy game over
Vrond
Tue Feb 24, 2004 8:17 am
#31
Lasars are good for PVE only really and after the pub 7 they wont even be good for that. A Stun carb would help a bit but is not a cureall.
The problem I think is going to be adressed however in two ways hey are going to introduce a wide range of weapons in the coming combat patches. From what I have read these will include a range of weapons that require different certification levels. What I am hoping for is a weapon that rewards the carbineer BH but there have not been any details on these weapons yet.
Kaffis
Tue Feb 24, 2004 8:59 am
#32
FurryFury wrote:
I've never tested it, so I'm not really sure, but don't our laser carbines do well against composite armor? Unless the person has special protection in Energy, the medium armor piercing plus relatively high end dmg of laser carbines should do some decent amount of damage right? A new carbine would be cool, but I think once the specials of carbineer get fixed- we won't need any fixes.
Well, let's consider that 80% and higher composite isn't all that hard to find if you've got the cash. We'll be conservative and say you can only get a hold of 75% to everything but stun.
Take a laser, say, 50-400. Not the best I've heard of, but certainly as good as anything I've ever seen personally. Ok, it gets a 25% bonus since it's AP2 vs. AP1 armor. 62-500. Not bad, right? Wrong, because composite armor is ridiculous. Cut that to a quarter due to the 75% resistance -- now it's like a 16-125 AP1 weapon. Exciting, huh? That means that a 16-125 AP0 stun weapon would equal our pretty solid laser.
This is why smart people want a stun weapon to use against composite.
wilibus
Tue Feb 24, 2004 9:40 am
#33
oooh don't forget Ranged Damage Mitigation!!!! thats a spread of 109, reduce that by 60% you get a spread of 43.6 ... rounded to 44 so we now have a 16-60 weapon.
Kaffis is right a stun carbine won't help. Stun weapons IMO are good for one thing ... head shots, which carbineers dont do, unless you count scatter2 and even then it is random
HeadRoll
Wed Feb 25, 2004 6:54 pm
#34
im not saying a uber stun weapon but one with no AR so we can go thru 90 percent comp like pistoleers and rifleman do sign if you agree =)
/agree
Stun weapons are the new faze these days due to the high end composites.
Highest Stun absorption Composite I have seen on my server is 40pct pre slice.
Pistols already have a Tangle and they just got another Stun pistol in their line from the new Geo Cave.
Rifleman already are burning thru composite helms with the Jawa's.
Carbineers have zero stun weapons in their arsenal, stead they get yet another crap weapon with the nerfed DOT changes the E11 Enhanced, lol..and the Nyms Slugthrower which is nothing specail because its the same Acid damage as the DXR6 with weaker base damage stats.
As discussed many times...
-Reduce HAM costs for all Carbine Weapons
-If SOE wants the Carbine weapons to be in the middle damage range of Rifles and Pistols, then up the stats on the Elite Carbine, in its current form there is nothing Elite about it. Increase the damage range and put at least an Armor Pierce mod of Medium since the Riflemans top of the line weapon the T21 has a "Heavy" stat associated with its AP.
-Counter attack does nothing. Sorry to the guy who says he is Counterattacking fine but yet explains he has a Counterattack of 200. Which is fine and dandy but once they put in a hard cap, at this point I am guessing around 125...Counterattack in its current form is crap considering the lack of overall Defenses for this profession
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