Carbineer Archive

Thread: Carbineer Issues/Problems Reported

TAfirehawk
Mon May 30, 2005 5:11 pm
#40







Saratoga wrote:

Suppression fire for me has about a 2 second timer. Pretty much still worthless.


also:



  1. As a master weaponsmith with 12 points, experimenting on SAC needs to change. The default level of SAC needs to be lowered. I now put a couple points in efficiency on both the subcomponents and the final combine, but to get below 100 i would have to concentrate in efficiency. This is directly related to carbineer as our biggest problem is SAC IMO.

  2. Our snare needs to slow targets even more. I only notice a tiny decrease in speed

  3. scatter shot doesnt seem to do much

  4. where is our crowd control?







Suppression Fire is supposed to have a 2 second duration......but a 1 second cooldown.


I said it was meant for group PvE.....it only slows those things running directly at the person firing Suppression Fire.....so a PvP target that zig-zags or is running any direction but at you will have no movement reduction. Suppression Fire is meant to save your own skin


Yes it still needs some work as I would like to see the normal cooldown timer and a 3-4 second duration.....along with a higher % of movement reduction.....but this change is an uber special for group PvE since a Carbineer draws so much aggro, now you can slow the critters down for the rest of the group to hammer away.


While some might not like it, I think it adds a much needed (my #1 priority actually) CROWD CONTROL ABILITY to this prof



ScatterShot is reported to do much more damage than the Combat Log and is probably not intended but might be a huge damage special.....will probably be fixed if that is the case but I haven't tested it myself.



SAC are the same for almost all the profs and is meant to stop the spamming of the best specials, so it is working as intended as are most things for Carbineer right now.



Crippling Shot works perfectly....in fact it slows the targets down so much I have to stop and wait for them to get back into range.....so quite honestly it is borderline needing nerfed....so lets not draw to much attention to it and especially don't complain about it since it works so well.

Message Edited by TAfirehawk on 05-30-2005 08:17 PM



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

sirlonghair
Tue May 31, 2005 8:29 am
#41


I have recently tested suppression fire it might not be to bad in pvp. I was under the impression that there was still a wind up on it. This might be ok to save our butts from the melee rush and hopefully give us a chance to get some range or back up supports.

Message Edited by sirlonghair on 05-31-2005 08:51 AM



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Quandry
Fri Jun 03, 2005 6:16 pm
#42

Misspost

Message Edited by Quandry on 06-03-2005 09:17 PM



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Sylow
Mon Jul 11, 2005 6:23 am
#43







I was trying this out with an E-11 mk II and was hitting on average 923-1023 damage per hit on an enemy (Was fighting marks from BH missions that average CL 35-54) and was averageing 800's with my Critical and Leg Shot. This doesn't sound right figureing a knockdown causes more damage than your other bread and butter attacks especially when your heavy hitter causes a secondary effect in terms of a knockdown.




Hmm... i can't fully reproduce your testing. My advise is, don't test on random level BH missions. Take an amimal mission, make sure you always fire at the very same type of animal with the very same CL and you'll get to much more coherent results.


Unless there were some recent changes, ChargeShot still has a x1.5 modifier while legshot has x1.9, so legshot is ahead in the damage department still.


Though i haven't taken a closer look on it and surely didn't bring a stopwatch for testing, i think that chargeshot has a longer cooldown than legshot, further reducing efficiency as main damage dealing shot.






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_scout_
Mon Jul 11, 2005 6:33 am
#44


MaceHalcyon wrote:




If you'r spamming chargeshot, take into account that your second chargeshot will cause the msg, you faild to KD your target, since there is a 30 seconds timer on it and your target is KD already BUT as the target is KD, it will receive 20% more damage because of this.

This might be the reason why it looks like if your chargeshot is doing more damage then your legshot, now if you would follow a chargeshot that had asuccessfull KD with a legshot, you realy will be dealing out the mx damage you can as carbineer.

Hence choose your autoattack wisely, no need for a chargeshot as autoattack better make a macro reminding you to KD your target every 30 seconds like:

/chargeshot
/pause 30
/addAlarmIn 0 0 KD Timer off, KD him down!









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TAfirehawk
Tue Jul 12, 2005 5:30 pm
#45






MaceHalcyon wrote:

Hey guys here's something that got me scratching my head. While playing around with my skills I noticed that out of all my specials (I'm a Master Carbineer 3444 BH) out of the Carbineer Specials our knockdown causes the most consistant damage.


I was trying this out with an E-11 mk II and was hitting on average 923-1023 damage per hit on an enemy (Was fighting marks from BH missions that average CL 35-54) and was averageing 800's with my Critical and Leg Shot. This doesn't sound right figureing a knockdown causes more damage than your other bread and butter attacks especially when your heavy hitter causes a secondary effect in terms of a knockdown.


I'd recomend giveing this type of damage to our high level attacks such as Advanced Critical Shot and lowering our knockdown to an average 6-700 damage dealer. Also to the top ten a multiple knockdown is definetely needed. I miss it from the pre CU and it was one of the things that I thought set the Carbineer apart from say the Bounty Hunter.







Charge Shot should probably be changed/lowered but it is not something unbalancing at this point IMO.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

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