Carbineer Archive

Thread: Carbineer Master Box

Roaming
Tue Apr 06, 2004 5:39 pm
#40




Hey Nova, now that we have this narrowed this down to two basic ideas, do you think we could make a new thread todecide exactly what those two ideas are? Then we could decide on whichever the community likes more and add it to the top 5?


I think the desintigrating one is pretty clear, but the FullAutoOn has had a few different suggestions.

JerikArca
Tue Apr 06, 2004 5:45 pm
#41

I vote for FullAutoON



"If we make enough of a fuss we might get the attention of the devs."
"Long Live the Empire"
Colonel Nom Anor
CairnTrenor
Tue Apr 06, 2004 6:54 pm
#42

Disintegrating blast



Cairn Trenor
Master Bounty Hunter
Master Carbineer
MadBarbarian
Tue Apr 06, 2004 9:36 pm
#43

not to crowd the pages but why do you guys want another "full auto"...seriously disentigrating blast is just crippleshot that applys states....imho it would be a complete waste of dev development to put that in



Thorin Kinslee- Loyal to the Empire
wilibus
Wed Apr 07, 2004 10:18 am
#44

fullautoON sounds interesting but i see one major flaw. From what i can tell the idea of Top 5 Issues are to balance professions. The idea of an offensive self buff is such a icky topic because if Carbines get one we all know 2 things are gonna happen. Firslty Nerf Carbineer Spam will hit an all time high and Every single other combat profession is gonna scream out "Me Too." The idea has some merit but i think for it to work we need to develop it for all 3 of the Ranged Proffession. Something like increased speed for carbine, accuracy for rifles, and something different (combination of the 2 maybe) for pistols. Also this should be an ability gained at novice and improved throughout the proffession, similar to Center of Being. This would make a poor special for our Master's Box. An excellent addition to profession though.


If i had to choose on i would choose the /fullauotsingle3 clone, that would be in line with the other combat proffession specials. But for the time being i would still like to see the specials we do have re-organized with /chargeshot2 moved to master.








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

disqk
Wed Apr 07, 2004 12:38 pm
#45

FullAutoON, plus increased chance to lay states (almost like sprayshot maybe?)



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w Hesh Hepplewhite w12 Point Weaponsmithw
(gggggggggggggggg]WXgg[w]g]]]g g[[[g[w]ggWX[gggggggggggggggg)
w E-Pervert w
w CKE Weapons: Krayts End, Tatooine 5860, 4331 w




AriasImmortal
Wed Apr 07, 2004 2:18 pm
#46

FullAutoOn for me too



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

TAfirehawk
Wed Apr 07, 2004 3:25 pm
#47

I am sorry but everything here seems like it will be put in the REDUNDENT SPECIALS category in the STICKY thread.... Also why would we want a "buff" mod for SPEED when we are asking to solve the speed issue in the already chosen Top 4......seems CRAZY to me


Disintegrating Blast: Single Target. In essence, this would be fullauto3. Higher chance to stun, dizzy and blind with a higher damage modifier. = REDUNDENT, just fix FullAutoArea2 and move it to the 4th Tier. Either FAA3 would be a very minimal gain for FAA2 or FAA2 would become redundent.....


Eviscerating Volley as a CrippleShot2 with higher damage mod would DEFINITELY make us "out of balance" and just get us nerfed, IMO. CRAZY once again.


GrazingFire as SuppressionFire3 follows the same path as all the other proposed specials above; I think if SuppressionFire2 was working properly then GrazingFire would be REDUNDENT as well.....




I vote for NO new special and lets move them around a bit. Carbineer already has the most specials of any profession so lets not propose something that might take us "out of balance". Lets try and stay in-line with the Devs current thinking on fixing professions and stopping the uber template "out of balance" conditions and move some things higher in the skill trees. I need to take some time to propose where to move the skills around, but I also don't want to waste my time if everybody here thinks I am an idiot


We must be VERY careful to keep the nerf bat from coming after us if we ask to be too strong. I am trying to view this WHOLE SUBJECT from the perspective of the Devs and almost make it follow their thought process so closely that THEY think THEY thought of it Personally Carbineer right now can be quite good even solo, not great but good. Then once in a group we become the most vital part after the Doctor.....once the "fix" CM




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Wed Apr 07, 2004 4:55 pm
#48


OK, I spent a brief time on moving some specials around and this is what I came up with:


Novice - ActionShot2


Assault Tier1 - WIldShot1
Assault Tier 2 - ScatterShot1
Assault Tier 3 - WildShot2
Assault Tier4 - ScatterShot2

Marksmanship Tier 1 - FullAutoSingle2
Marksmanship Tier2 - none
Marksmanship Tier3 - LegShot3
Marksmanship Tier4 - CripplingShot


CounterinsurgencyTier 1 - BurstShot1
Counterinsurgency Tier2 - none
Counterinsurgency Tier3 - SuppressionFire2
Counterinsurgency Tier4 - BurstShot2


Special Abilities Tier 1 - FullAutoArea1
Special Abilities Tier 2 - ChargeShot1
Special Abilities Tier 3 - none
Special Abilities Tier 4 - FullAutoArea2


Master - ChargeShot2


Basically I moved the best shots to Master or 4th Tier along with all AoE (except FAA1, had to leave something for leveling) up to 3rd and 4th Tier. It looks much better when it is put in a picture with the 18 squares



Here is the current layout for those that need help remembering where they are at:


Novice - ActionShot2, FullAutoSingle2


Assault Tier1 -ScatterShot1
Assault Tier 2 - WildShot1
Assault Tier 3 - ScatterShot2
Assault Tier4 -WildShot2

Marksmanship Tier 1 - LegShot3
Marksmanship Tier2 - none
Marksmanship Tier3 - CripplingShot
Marksmanship Tier4 - none


CounterinsurgencyTier 1 - BurstShot1
Counterinsurgency Tier2 - none
Counterinsurgency Tier3 - BurstShot2
Counterinsurgency Tier4 - SuppressionFire2


Special Abilities Tier 1 - FullAutoArea1
Special Abilities Tier 2 - ChargeShot1
Special Abilities Tier 3 - FullAutoArea2
Special Abilities Tier 4 - ChargeShot2


Master - none





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

AriasImmortal
Wed Apr 07, 2004 5:19 pm
#49

chargeshot2 isn't useful enough to put it in the master box.



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

novamarine
Wed Apr 07, 2004 5:19 pm
#50

Firehawk...


That is fine and may even make sense but it does nothing to enhance the profession. It just punishes dabblers.


Is that really what we want?


AriasImmortal
Wed Apr 07, 2004 5:42 pm
#51

and if we DO get a speed mod boost, then i vote for grazing fire or eviscerating volley.

perhaps FullAutoOn would seem more viable if it let us shoot at below the speed cap... hey, i can always dream



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

Ron_in
Wed Apr 07, 2004 7:57 pm
#52

I think I may have to change my vote with the info that firehawk brought up < I can do that can't I ? > because he's right that a lot of these are just redudant shots that we have to choose from. I think that instead of debating this now, we should se how the combat balances / next feixs turn out before we go and debate another special.





Cavalieri Neri naboo
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