Carbineer Archive
Thread: State of the Carbineer Profession
I actually feel worse after reading it...
I didn't know if that was possible. I enjoy my place in hunting parties, and there are
a lot of good things about Carbineers.
It would be nice to take care of these issues though.
Some comments:
Leg Shot 3 & Cripple Shot : It makes sense for Leg Shot 3 to be AE. Especially if Cripple Shot is changed to affect only the Action Bar, which would be in line with it being a Carbine
Marksmanship ability.
Scatter Shot : The damage dispersement makes this shot almost uselss. It WOULD work if the damage was evenly distributed over all HAM bars. Then it would have at least a predictable spread, if not predictable damage.
The list looks good. Great job!
Senor
Thunderheart wrote:
WOW!!
I was just about to drop carbine and take up baking!
Oh...my...God...
A repsonse? A response?!!?!!?!!? I've OFFICIALLY seen it all...now, if TH actually implements some changes, I'll be forever grateful.
Thunderheart...thanks man, you've restored the faith.
Judge, out...
Thunderheart,
Welcome to the Carbineer / Carbinier / Carabineer forums!
You've got some reading to do, buddy! I must ask that you PLEASE skim through some of the longer threads (5+ pages) for more details on how long we've been in the state we're in. There are a lot of good ideas in there as well as excellent assessments of the class as a whole. I think you could find a lot of resources outside of this thread by SOJ (who did a great job, BTW). We haven't seen a developer post in months, so pretty much everything in this forum has yet to be addressed by SOE. I sincerely hope that's about to change, and that you can devote as much time to our cause as possible until we're finally fixed.
Again, welcome to our little corner of the forums. Please don't let us down, we've had enough disappointment around here. Thanks.
So Thunderheart. I said I'ld apologize for being a chump if you showed yer digital face here. And here ya have it.
I whole heartedly apologize for being a chump
Oobacca
looks good to me except for one thing, the dizzying effect that full auto is supposedly meant to have should NOT be implemented. carbineers get a knockdown shot very early in their profession there is no way that full auto (available at novice) should have a dizzying effect. However, a dizzying move available at master would seem to be great incentive to master the profession as right now there are no new shots available at master.
I dont know what it would be called but it could do a low to medium amount of damage but have a decently high chance to dizzy. in conjunction with some other carbine moves this could be very good special and make master carbineer worth it to achieve
B0B4F377 wrote:
looks good to me except for one thing, the dizzying effect that full auto is supposedly meant to have should NOT be implemented. carbineers get a knockdown shot very early in their profession there is no way that full auto (available at novice) should have a dizzying effect. However, a dizzying move available at master would seem to be great incentive to master the profession as right now there are no new shots available at master.
I dont know what it would be called but it could do a low to medium amount of damage but have a decently high chance to dizzy. in conjunction with some other carbine moves this could be very good special and make master carbineer worth it to achieve
Just out of curiosity, BobaFett, are you a bounty hunter? Overprotective of your confusion shot and fireknockdown? Also, I'd hardly call the second box in the combat xp line "early in the profession" compared to a BH who can have underhand shot AND a fullautosingle (only 1, granted, but enough to dizzy if the fullauto dizzies ever get fixed) with one box into his hybrid -- with less combat xp than chargeshot1 takes.
Besides, our entire profession is built around ranged crowd control. It's what we were originally built for.
As for PadreBook's
"The worst thing is that according to TH there is an experimentation nerf on TC that is going to live. This nerf affects all crafters, and particularly Weaponsmiths, Armorsmiths and Medics. What am I talking about--this nerf will prevent even a mon calamari master weaponsmith from maxing out even one row of experimentation (such as the damage/speed row or the HAM row) with the best materials etc. TC results are ~67% for one row instead of the one row filled & 2-4 points in another row. TH says that this is intended--see threads on TC or Dev Tracker. Where does that leave us carbine users? With weapons that do less damage, are slower, and have higher hams. And probably will cost a lot more as a lot of WS's are likely to quit over this--definitely a deal breaker of a 'fix'(TH's description not mine). So stock up now."
A few points: First off, Mon Cal's and Rodians get weapon assembly modifier bonuses, not weapon experimentation -- they experiment with better successes overall, they do NOT get more experimentation points. Thus, they, like every other master WS, can never do more than fill one bar (or rather, with all amazing successes, they could fill it with 9 points instead of 10 -- under the current live system, you're capped at 70 percentage points of experimentation regardless), let alone get 2-4 points in another one. The Mon Cals and Rodians just have a better chance to fill it each combine they make. And that extra point would lower HAM costs by approximately one point per stat, so you're not losing anything there.
Secondly, it will be just as easy to get 100 percent effectiveness items -- to do so on the live system, you need 1000's (accounting for rounding -- I think, for instance, 975ish would do it) to get the initial combine to 30%, and then the capped 70% max experimentation. Under the test system, the perfect resources will still allow for fully effective experimentations -- greats will be 7%, amazings 8%, etc. However, if you're starting with, say, 20% combines due to imperfect materials, instead of reaching a max of 90% (20+70), the max will be around 67% (20+ (70*2/3). In other words, the quality of the resources factors in a bit more than just raw experimentation points.
The interesting effect of this might be to de-emphasize master crafter a bit.A sloppy/lazy master using 20% initial combine materials will be able to reach the aforementioned 67% total. Whereas a perfectionist expert will be looking at starting with 30% (or near there) and getting the full bang for his experimentation buck. Amounting to a total of 79%. For the record, a perfectionist master is still doing 100%, and a lazier expert (using 20% initial combines) would be sitting on 52%.
Finally, presuming the crafting changes are either retroactive (which could be possible since the database keeps individual serial numbers based on success rate and materials used), or after a period of time sufficient to decay current weapons, everybody will be working with less perfect weapons, not just carbineers. And since I already pointed out that it's not like weaponsmiths pay attention to HAM experimentation due to the negligible benefit, we won't be looking at any worse HAMs than we already are -- in fact, as smiths are forced to be more selective in their resources to squeeze every last bit of potency out of their experimentation pionts (and not just getting the initial combine up over 20 or so to get 90+ totals), that means that un-experimented stats will benefit from the better base effectiveness.
Just food for thought, and this isn't the end of the world as long as stuff decays out of circulation over time.
A friend of mine quit SWG recently and I now own both my and his accounts. Using a FWG5 pistol on his account with master marksman and no other pistol skills VS my 0/1/4/2 carbineer skills on my main character, I was shocked. If I send in my non-CH level 15 kahmurra pet I can kill rontos and dewbacks. I used to be able to do this before the posture change nerf without a pet. Now against NPCs, even a groupof jawas, I can't believe how much I'm getting my ass kicked here. As I'm running away or even standing still, the sheer INACCURACY is rediculous, I can't hit the little bastards. Same thing with bocatts, kreetles, **edit** near anything. If I'm being chased, I'm screwed.
Nothing news here though. BUT, playing on this master marksman character with a FWG5, I couldn't believe what close situations of being chased I could get myself out of simply because with the pistol I could actually hit things. I think the accuracy of the carbine in close quarters is a large part of what makes it SUCK when trying to escape. Since our crowd control abilities have been completely borked, we're always being chased by things, and carbines are apparently not designed for extreme close combat. I used to use laser carbine all the time, but find myself using DXR6 or EE3 most of the time simply because of the constant close combat and the somewhat higher close range mods on those two carbines.
When I run into a pack of blue-con scyks, I put on burstrun and pray I can get the hell out of there because there's no way I'm going to hit often enough to save my bacon.
Oh and while I'm here postin, I might as well once again reinforce the HAM cost issue with my FWG5 vs Carbine comparison.
Wearing full suit of chitin and using FWG5 using Body Shot 2, a -52 would pop over my head
Wearing no armor and using DXR6 using Leg Shot 2, a -109 would pop over my head
I tell you though I've started to fall in love with tatooine sunburns - just wish they lasted longer.
Thanks for all the posts guys and to you, too, Thunderheart.
If you guys have any comments, additions, suggestions, please feel free to post them here so Thunderheart can see them while he's here. Again,thanks foryour contributionwith your great posts.