Carbineer Archive

Thread: Carbineer Issues and Status

DrowLord
Sun Nov 07, 2004 6:06 am
#40

I agree. Melee shouldn't have the edge in combat that is has currently. The amount of force behind the rounds from a firearm and those of a melee weapon are incomparable against an armoured target. An automatic weapon is going to hit dozens more times than a melee weapon and should be reflected in the speed at which damage is issued.


Probably wishful thinking and I understand that radical changes of this nature may not be possible so how about a simple one; do not allow any melee profession to wear armour if they wish to conserve their speed and flexible movement. After all....someone delivering spinning kicks and a variety of unarmed combinations in full armour is truly a ridiculous concept. Melee professions should be made to choose a sacrifice in armoured defense for speed or maintaining armour in exchange for a downgrade in speed.


I am not for nerfing melee professions but simply hope that there is an element of reason introduced to facilitate better balance.




<||> KI-STING DIABLO <||>

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Tsunami87
Tue Nov 09, 2004 5:17 pm
#41

Ugh, dont turn this into a nerf melee thread please. Iebas you are forgetting the ee3's radius being borked, or maybe you know something we dont...




Tsu - Master Squad Leader

TAfirehawk
Tue Nov 09, 2004 7:06 pm
#42






Tsunami87 wrote:

Ugh, dont turn this into a nerf melee thread please. Iebas you are forgetting the ee3's radius being borked, or maybe you know something we dont...







Hey, we are talking about Balance, not nerfing.


And yes I know tons of things that you don't know, but if I told you then I would have to kill you





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Wed Nov 10, 2004 5:48 am
#43






Swiftgrid wrote:

/bump







Why are you bumping a STICKY post that is actually up there TWICE?





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Feomatar
Wed Nov 10, 2004 6:10 am
#44


I guess he meant his post count...



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
FoeHammerOne
Fri Nov 12, 2004 10:58 am
#45

For issue #6, should we get a single target special move or another AoE attack? I think a powerful AoE attack at master box would add a lot of distinction to our class and make us more formidable in a group vs. group situation. How about SprayShot2? Same damage modifier and chance to land states as SprayShot only with an Area effect, that would exceptionally nasty and useful in a group situation.



FoeHammer - Retired Weaponsmith
Natakku Asada - Retired PvPer.
MIB3636
Mon Dec 20, 2004 2:08 pm
#46

have we had every special attack doing huge amounts of damage to you and not the target?



Europe-Chimaera:
Rhianna-Jade K'Taar: Master Carbineer, Master Ranger
www.fifthbattlegroup.com
PowerHammer
Sun Jan 30, 2005 11:43 am
#47

I am looking to make one of my characters a carbineer, i would like to know what type of damage does each carbine do



and carbines should be the fastest weapons, they are the most like machine guns, the game even says it with "full auto" shot. The ee3 looks like it would pierce most armor within 15, thats the weapon that looks the scariest to me.





Verdevan Estreight
Neutral Smuggler
Starsider



TAfirehawk
Sun Jan 30, 2005 12:34 pm
#48

Check out the FAQ




Carbine Weapon Info


This information comes from the work done by EisMan_Buckeye.


What do all those stats on my weapon mean?


Armor Piercing

Armor piercing (AP) determines how well your weapon can pierce through armor. Generally, it is better to have equal or better armor piercing compared to the armor your target has. AP influences damage as damage is reduced if your AP level is lower than your target's armor resistance level (AR) and increased if your AP is greater than your target’s AR. For a more in depth look at the effects of armor, please read the Armor Piercing vs. Armor Resistance section of the FAQ.


Speed

This is the reload multiplier for your weapon. It effects how fast your weapon takes to reload after a special is used. The smaller the number, the faster it is, thus smaller numbers are better. More information can be found in the speed and reload section of the FAQ.


Damage Type

Carbines have 3 types of damage depending on what weapon you are using. Energy is the most common, but there are also carbines that do Acid damage (DXR6) and Heat damage (EE3). It is important to examine your target and look at its armor level and its resistances to determine the best weapon to use.

Minimum Damage and Maximum Damage

These are the damage multipliers of the weapon. They are incorporated along with the damage multipliers of the special attacks to determine how much damage you will do with each shot. The best way to judge a weapon is to look at its average damage divided by its speed, but do not ignore the max damage value as it can be just as important. Also important is the range (the difference between the min and the max), as the range plays a large role in damage mitigation. More information can be found in the Damage Mitigation section of the FAQ.

Range Modifiers

These are the accuracy modifiers for your weapon. They are given at 3 ranges: Point Blank, Ideal, and Max. The numbers can be positive (better accuracy than base) and negative (worse accuracy than base). They affect the accuracy modifier that you can see above and to the left of your target. The higher the number, the more likely you are to hit your target. It is best to know what your weapon's ideal range is and to try and stay at that range. Range modifiers on weapons can be increased by adding scopes to them, at the cost of higher HAM costs.


HAM Costs

These stats indicate how much health, action, and mind it takes to fire off a special. They are used in formulas along with the HAM cost multipliers of each special to determine the overall HAM costs. Generally, carbines have higher action costs than health and mind, though there are many factors such as scopes, stocks, WS experimentation, etc. that effect HAM costs. More information on reducing HAM costs can be found in the HAM cost section of the FAQ.

Radius

This stat is found only on the EE3 carbine, and has no known relevance to anything in the game.





What are some common stats and descriptions for the various carbines at our disposal?


CDEF Carbine

Certification ...... Novice Marksman
Damage Type ........ Energy
Armor Piercing ..... None
Ideal Range ........ 35m


The only good use for the CDEF I can think of is for helping out noobie friends without stealing much XP from them.


DH17 Carbine

Certification....... Novice Marksman
Damage Type......... Energy
Armor Piercing...... None
Ideal Range......... 35m
Power Handlers...... 1


A very nice carbine for beginning marksmen to experienced carbineers, its low HAM costs make it useful when playing unbuffed, but its lack of armor piercing hurt it against medium to high end mobs.


DH17 Snubnose Carbine

Certification ...... Marksman: Carbines I
Damage Type ........ Energy
Armor Piercing ..... None
Ideal Range ........ 25m
Power Handlers ..... 1


Basically identical to the DH17 in every area other than looks, though the shorter barrel reduces the ideal range to 25m. Many prefer it over the DH17 because it looks better.


E11 Carbine

Certification ...... Marksman: Carbines II
Damage Type ........ Energy
Armor Piercing ..... Light
Ideal Range ........ 30m
Power Handlers ..... 1


Generally has a nice, tight damage range with a good minimum damage. Slightly less damage than an Elite, the E11 is preferred by those that want a Krayt enhanced weapon at a lower cost than the Elite carbine due to the fact that it only requires 1 power handler. Its light armor piercing make it more potent against armored opponents than the DH17s.


Laser Carbine

Certification ...... Marksman: Carbines III
Damage Type ........ Energy
Armor Piercing ..... Medium
Ideal Range ........ 50m
Power Handlers ..... 3


The "heavy hitter" of the carbine family, the laser has a quite high maximum damage. Often preferred for its high damage output, medium armor piercing capabilities, and long range, the laser makes for a very good weapon in PvE. Though it is still very good in PvP, the laser suffers greatly from damage mitigation and its loss of accuracy at close ranges. Many people ignore this, and still dub the laser carbine as their weapon of choice in PvP.


DXR6 Carbine

Certification ...... Marksman: Carbines IV
Damage Type ........ Acid
Armor Piercing ..... Light
Ideal Range ........ 22m
Power Handlers ..... 5


Known for its acid damage, the DXR6 is a must have weapon for any carbineer. Comparable to the Elite and the E11 in damage, speed, and AP, the DXR6 is sometimes preferred over those two for its ability to inflict acid damage and its shorter range. The DXR6 is very useful in both PvE and PvP.


EE3 Carbine

Certification ...... Marksman: Carbines IV
Damage Type ........ Heat
Armor Piercing ..... None
Ideal Range ........ 27m
Power Handlers ..... 3


Known for its heat damage, the EE3 is a very common carbine for progressing through the ranks of carbineer. Its damage and speed are good, but the biggest downfall of the EE3 is its lack of armor piercing.


Elite Carbine

Certification ...... Novice Carbineer
Damage Type ........ Energy
Armor Piercing ..... Light
Ideal Range ........ 40m
Power Handlers ..... 4


Exclusive to carbineers, the Elite carbine is one of the most versatile carbines in the game. With slightly more damage than the DXR6 and E11, the Elite carbine is preferred by masters that can reach the speed cap. Though it may not out damage the laser in PvE, the Elite shines most in PvP against opponents with ranged mitigation. With about equal speeds, the Elite's tight damage range allow for a much lower reduction in damage versus mitigation compared to the laser. With the right skill mods, and the right add-ons to the Elite, it can be one of the most deadly carbines in the game. If there were one downfall to the Elite, it would be the fact that it does energy damage, which is a very common damage type for ranged weapons, and is resisted quite easily by many targets.


Enhanced E11 Carbine

Certification ...... Novice Carbineer (?)
Damage Type ........ Energy
Armor Piercing ..... Light
Ideal Range ........ 30m
Power Handlers ..... 1


Usually preferred over a typical E11 due to its health bleed DOT, the Enhanced E11 has practically replaced the normal E11. The schematic for the Enhanced E11 is rewarded at the Imperial theme park quest, and is a limited use schematic.


Nym's Slug-thrower Carbine

Certification ...... Novice Carbineer
Damage Type ........ Acid
Armor Piercing ..... Light
Ideal Range ........ 35m
Power Handlers ..... NA (not craftable)


For some players, the Slug-thrower is used as a replacement for the DXR6, though many carbineers just hang it on their walls as a trophy. Though some players swear by it over the DXR6, the fact that the Slug-thrower is not craftable makes it very easy to find a DXR6 made by a good WS that outshines the Slug-thrower. The Slug-thrower is a reward from the Nym's Stronghold quest on Lok.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

H--K
Tue Mar 01, 2005 11:28 am
#49

Good post, you're so right...carbineer is lagging way behind on skills and mods to be any good, I'm half way to master and finding it out now...



H-K
Master of the Obvious
TAfirehawk
Tue Mar 01, 2005 11:31 am
#50

But both my toons, one is Carbineer/CH and the other is Carbineer/Fencer/Pistoleer/FS, perform quite well in each role they have, PvE and PvP respectively.


Carbineer is just harder than most profs to make it good, just getting to the Master Box does not cut it for this prof like some others.....




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Korom
Tue Mar 01, 2005 8:46 pm
#51

Suppressionfire2 - single target - Random pool damage with a chance to posture down. Unfun because it applies a posture down while many other specials apply a posture down including suppressionfire1 and actionshot1/2. This special has zero practical use. It has been widely requested by carbineers to have this special do something in addition to the posture change such as apply a new state such as warcry (i.e.weapon firing delay) or convert this special to a cone special with a VERY high chance to posture down the target.

I wouldn't say 0 practical use. This special actually does decent damage, well to jedi anyway, and does posture change more often than suppression1 which I think doesn't work at all. I do like this last part here to make it a cone, and give it a very high chance to posture down a target. That would be nice.
Korom
Tue Mar 01, 2005 8:47 pm
#52


Carbineer is just harder than most profs to make it good, just getting to the Master Box does not cut it for this prof like some others.....


Exactly, this needs to be changed.
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