Like I have said before, I want 4 new Carbines......the Devs don't need to be reminded of their job, its already in the Top 5.....flame me all you want, but give the Devs a break on this ONE 
And thank you, One-Star Bandit, I would hate for any of my posts to escape you.....
Also, here is the Top 5 Nova delivered to the Devs:
Here are the new Top 5 Issues for the Carbineer profession I submitted to Thunderheart on 4/9/2004. We are doing a Top 5 on a quarterly basis now. The goal of doing them quarterly is so that every profession can get their Top 5 updated in case of changes and, importantly, so that it creates a paper trail of issues that are not being resolved. Issues that stay around will likely be given higher priority. In addition, you will notice I included a few extra issues. This is allowed and I did this so that the Devs have an exhaustive list of all the carbineer issues no matter how slight. The ordering of the extra ones is not really important but the Top 5 are in the order we discussed in many threads over the past week. I did make a small change to issue #5. Some players did not like the name of "fullautoon" so I renamed it "assault tactics". I felt this name matched really well with our profession. Here they are:
1. HAM Costs
The HAM costs for the various carbine specials are so high that the carbineer skills cannot be effectively used in combat without doctor buffs, extensive food use or heavy investment into medical skills.
Solution: Lower the HAM costs to balance the carbineer specials with other classes.
2. Carbine speed
Currently carbineer has +60 at master and as a result, carbines are the slowest of the ranged elite professions meaning the ranged professions are not balanced. The slow speed makes it difficult to contribute to a group in PvE because other professions are firing faster thus doing more damage. It also makes engaging in PvP largely futile. The low speed of carbineer forces players to either accept it, spend millions on speed enhancing tapes or spend all of their remaining points to add bounty hunter for more speed.
Solution: A little speed goes a long way. Bringing the class up to +75 speed at master would help infinitely. We suggest +10 more in the Master Carbineer box and +5 more in the Master Assault Tactics box
3. Defenses
Carbineers lag behind other elite professions in defenses. Even melee professions typically have more ranged defense than carbineers. The carbineer profession has many AoE/cone specials which draw significant attention to the player. Without sufficient defenses, these skills are more suicidal than practical. The carbineer profession does not have sufficient offensive power to warrant the lack of defenses currently in the game. In addition, it has recently come to light (thanks to Keldarin) that counterattack is not working properly in that it is; #1 not working frequently enough and #2 not “counterattacking” (it appears to be working merely as a dodge). Keldarin knows the specifics on this bug and how to reproduce it.
Solution: Fix counterattack so that it “counterattacks” and activates as often as it should.
Solution: Increase ranged defense.
Solution: Increase resistance to states including stun and blind.
4. Carbine Selection
Carbineers only have access to carbines that do energy, acid and heat. These are incredibly common resists in both PvE and PvP. Many high-end targets (for example, certain nightsisters) cannot even be damaged by carbineers meaning they are unable to participate in certain high-end content. It is highly unfair that this profession is unable to participate in certain content. Further, many other ranged classes including pistoleer and rifleman have access to many more types of damage including Stun.
Solution: Increase selection of carbine damage types beyond the most common resists so that carbineers can be effective in both PvE and PvP. Many players are adamant that carbineer receives a stun carbine so that they can effectively compete in PvP.
5. No special or skill gained at Master
Carbineers gain no new special in the Master box. Many players are very upset by this. A minority feel we have enough specials already and do not really need a new special but should adjust the granting of specials in the skill tree (i.e. move a good skill into the master box). Many suggestions have been made regarding what should be in the master box. I am providing four suggestions. Three are specials and one is a new activated buff (similar to power boost or center of being). The activated buff idea is popular because it adds something at master while not adding another special (addressing the concerns of both sides). In addition, the activated buff would provide an element of uniqueness to the class (this is an old issue that comes up often but did not make the Top 5 cut).
Suggested bonuses for Master:
•Assault Tactics: a small boost to carbine speed (+10), a small boost to counterattack (+10) and a small boost to running speed (higher than normal, lower than burst run).
This skill would be an activated buff similar to center of being or power boost. It would have a short duration
(~ 3 minutes) followed by a slightly longer cooldown (~5 minutes).
•GrazingFire: AoE/cone special that has a good chance of intimidate.
•FullAutoSingle3 (possible new name? Disintegrating Blast): Higher damage version of fullautosingle2 with a higher chance of stun/dizzy/blind.
•Crippleshot2 (possible new name? Eviscerating Volley): Higher damage version of crippleshot.
Message Edited by TAfirehawk on 05-02-2004 12:30 PM
Iebas Feania
Former Correspondent of the Former Profession, CARBINEER