Carbineer Archive
Thread: Combat Upgrade Carbineer Feedback OLD
TheBobulus
Tue Apr 19, 2005 11:24 am
#40
TAfirehawk wrote:I believe the HAM and even Speed is bugged in the Conversion Code.
I thought I read somewhere that they weren't going to convert HAM costs, just have a set cost for a given weapon. I really hope they don't do this, but in case they do, I'm going to make an elite carbine before the curb with all the tripping I can, HAMs be damned. Might be a nice change from 0-ham scopes anyway.
Oh, and I hate to trouble you, TAfirehawk, but what kind of conversions did you get on ranged accuracy? Did the ideal range just get converted right to the new ranged number, or what?
Message Edited by TheBobulus on 04-19-2005 02:29 PM
TheBobulus
Tue Apr 19, 2005 11:07 pm
#41
TAfirehawk wrote:Well the reason I say HAM costs are bugged, all Carbines but the DXR6 have identical Special CostAnd Accuracy is no longer listed in the Weapon Stats.....Chilastra TC3 went down and I didn't get a screenshot, but I can get on TC-EP3 to give you a picture of the Examine Window if you wish.
You mentioned in the other thread that there seems to be a hidden accuracy value. Do you happen to know if there is any way to affect this with crafting? I'm wondering if it will had some impact on the pre-CU weapon conversion, or if maybe that's the use for scopes, which it appears are currently pointless for a weaponsmith since they only add wounding, and most weapons already hit a wounding cap.
TAfirehawk
Wed Apr 20, 2005 12:30 am
#42
TheBobulus wrote:
TAfirehawk wrote:
I believe the HAM and even Speed is bugged in the Conversion Code.
I thought I read somewhere that they weren't going to convert HAM costs, just have a set cost for a given weapon. I really hope they don't do this, but in case they do, I'm going to make an elite carbine before the curb with all the tripping I can, HAMs be damned. Might be a nice change from 0-ham scopes anyway.
Oh, and I hate to trouble you, TAfirehawk, but what kind of conversions did you get on ranged accuracy? Did the ideal range just get converted right to the new ranged number, or what?
Message Edited by TheBobulus on 04-19-2005 02:29 PM
Well the reason I say HAM costs are bugged, all Carbines but the DXR6 have identical Special Cost ![]()
And Accuracy is no longer listed in the Weapon Stats.....Chilastra TC3 went down and I didn't get a screenshot, but I can get on TC-EP3 to give you a picture of the Examine Window if you wish.
Envoy3113
Wed Apr 20, 2005 7:12 am
#43
I truely hope they rearrainge the HAM costs to reflect a little more of the spread we have on live. Help improve staying power fresh out the cloaner, I'd gladly give up some damage to reduce special costs. Put up a4 minute fight unbuffed and suffering from heavy BF last night as an MCarb/MSL/Pistol 0134 against a melee stacker. Got him while he was buffed and drained about half his action and health before I ran dry on action myself. Needless to say he was mad enough to DB me
.
There are 2 pistol specials I would suggest for any ranged combatant to pick up, stopping shot and burst shot. SS is the root special, BS effects your targets action regen. Mix with cripple and charge shot and you are garunteed to make life a moot point for any melee'er. I was also using quickdraw (quickshot?), but that was more of a group saturation special for a single target, legshot or rapid fire pack a better punch far as I can tell.
Now if all the imps on TC would put their pets away
TAfirehawk
Wed Apr 20, 2005 7:26 am
#44
Envoy3113 wrote:
I truely hope they rearrainge the HAM costs to reflect a little more of the spread we have on live. Help improve staying power fresh out the cloaner, I'd gladly give up some damage to reduce special costs. Put up a4 minute fight unbuffed and suffering from heavy BF last night as an MCarb/MSL/Pistol 0134 against a melee stacker. Got him while he was buffed and drained about half his action and health before I ran dry on action myself. Needless to say he was mad enough to DB me.
There are 2 pistol specials I would suggest for any ranged combatant to pick up, stopping shot and burst shot. SS is the root special, BS effects your targets action regen. Mix with cripple and charge shot and you are garunteed to make life a moot point for any melee'er. I was also using quickdraw (quickshot?), but that was more of a group saturation special for a single target, legshot or rapid fire pack a better punch far as I can tell.
Now if all the imps on TC would put their pets away
You forgot Intimidate.....while a +ROOT+ and +SNARE+ are great against Melee folks, you need Intimidate as much as you do on LIVE....
Envoy3113
Wed Apr 20, 2005 9:20 am
#45
You are absolutely right, thats one of the reasons I took those pistol boxes was for intimidate shot. Mmmmm dancing shadows
FaceInTheCrowd
Wed Apr 20, 2005 11:10 am
#46
TA I have a concern about weapon certs. After the change last week from skill box cert to CL (and sometimes a skill box) cert I'm concerned that carbineers don't have a CL 30 carbine that isn't a loot drop (or a loot drop schem). If you look at the schems a weaponsmith gets and cross reference that against the list of carbines you'll see that CL 30 is lacking a craftable carbine. This could be perceived as a gate on the prof. There is a similar problem with rifles that I brought up a couple of days ago. While there are CL 30 carbines, none of them are listed as schematics available to weaponsmiths.
The CL for the slugthrower is the same way. That is the only carbine weapon available at that CL that is not specific to a prof (not BH or SL). The slugthrower has been pretty easy to obtain in the past so I'm not too concerned about it. The new weapons we have no idea how to get so I would still see CL 30 as a problem.
Auraboron
Wed Apr 20, 2005 1:43 pm
#47
TAfirehawk wrote:
You forgot Intimidate.....while a +ROOT+ and +SNARE+ are great against Melee folks, you need Intimidate as much as you do on LIVE....
I thought intimidate was only giving a 20% damage reduction?
TAfirehawk
Wed Apr 20, 2005 2:52 pm
#48
TAfirehawk wrote:
I thought the first thing I would provide is the basic Carbine Stats....all subject to change of course
Name Level Speed DPS
CDEF 12.25 22.67 Energy
DH17 6 2.25 26.22 Energy
DH17 Short 7 2.2542.22 Energy
E11 10 2.25 52.44 Energy
EE3 14 2.25 98.67 Energy
Laser 222.25137.78 Energy with Heat
DXR6 40 2.00 197.50 Energy
Laser502.25245.78Energy with Heat
E11 Mk. 2 54 2.25261.78 Energy req. MCarb
Elite 54 2.25 261.78 Energy
Alliance Needler 302.25 164.00 Kinetic
Geonosian 30 2.25 164.00 Energy
Bothan Bola 402.25 196.44 Energy
Slugthrower 50 2.25 245.78 Kinetic with Acid
Proton 54 2.25 271.56 Energy with Cold req. MBH
Czerka Dart 50 2.25 229.33 Kinetic req. BH Carbs 4
E5 54 2.25 261.78 Energy req. MSL
As you can see we are lacking anything from Level 14 to Level 40 (Level 30 counting loot schem).....and yes the yellow highlighted ones appear to be loot schems on TC-EP3 right now.....red highlights are for weapons we don't get.
And we are completely missing anything Kinetic from a WS.....yes we are getting hosed here, but at least I got the Laser moved up, not sure what else my "pull" can get us 
BTW, can't get on TC-EP3 right now to double check which ones are loot schems but pretty sure about those, will verify later.
FaceInTheCrowd
Wed Apr 20, 2005 4:01 pm
#49
That looks correct TA. The list I made last night of weapons that do not require a specific skill box and are listed in the weaponsmith skills for schems is:
CL 6: DH 17
CL 7: DH 17 short
CL10: E11
CL 12: --
CL 14: EE3
CL 22: Laser (was there last night although we were told it was moving)
CL 30: --
CL 40: DXR6
CL 50: --
CL 54: Elite (E11 Mark 2 also, but requires master carb)
TAfirehawk
Wed Apr 20, 2005 7:51 pm
#50
My memory serves me well then.....and we are getting SCREWED!!!!!
TAfirehawk
Wed Apr 20, 2005 9:09 pm
#52
SeanBlader wrote:
Why did we want the laser carbine moved from 22 to 50?
Maybe because 90% of all Carbine Weapons used on LIVE are Lasers and gazillions of credits would be lost converting uber Lasers to JUNK.