Carbineer Archive

Thread: Carbineer In Concept Survey

NippyBooBoo
Mon Feb 16, 2004 10:11 pm
#53

Offense/Defense
Offense -- 75
Defense -- 25

Targeting abilities
Single target -- 75
AoE/cone -- 25

Offensive Capabilities
Pure damage -- 30
Crowd Control -- 30
Status effects -- 30
Mobility -- 10

Crowd Control Abilities
Knockdown -- 20
Posture down/Snare -- 30
Slow target movement -- 40
Other -- 00

Status Effects
Bleeds -- 10
Delays -- 40
Wounds -- 00
Dizzy -- 30
Intimidate -- 00
Stun -- 20
Blind -- 00
Other Affects -- 00

Defensive Abilities
Melee defense -- 10
Ranged defense -- 40
Counterattack -- 30
Status resists -- 20

Weapons
Damage -- 25
Speed -- 25
Armor piercing -- 25
Accuracy -- 25

Group Roles
Tank -- 00
Damage dealer -- 40
Crowd controller -- 30
Debuffer -- 30
Other -- 00



Stargazer
Stefi - Sasha - A'tom



Mik-Kael
Tue Feb 17, 2004 1:59 am
#54


Offense/Defense
Offense -- 70
Defense -- 30


Targeting abilities
Single target -- 75
AoE/cone -- 25


Offensive Capabilities
Pure damage -- 40
Crowd Control -- 10
Status effects -- 30
Mobility -- 20


Crowd Control Abilities
Knockdown -- 40
Posture down/Snare -- 40
Slow target movement -- 10
Other -- 10 - Suppression fire should target mind specificaly, forcing a target to take a knee or go prone to avoid thier head being pasted


Status Effects
Bleeds -- 10
Delays -- 20
Wounds -- 10
Dizzy -- 30
Intimidate -- 10
Stun -- 10
Blind -- 10
Other Affects -- 00


Defensive Abilities
Melee defense -- 30 - We shold get a bayonette
Ranged defense -- 40
Counterattack -- 30
Status resists -- 00


Weapons
Damage -- 30

Speed -- 30
Armor piercing -- 20
Accuracy -- 20


Group Roles
Tank -- 20
Damage dealer -- 30
Crowd controller -- 20
Debuffer -- 30
Other -- 00



Mi-Kael Luminus
Alliance Starfighter Pilot

ZacMuleer
Tue Feb 17, 2004 8:11 am
#55


Offense/Defense
Offense -- 60
Defense -- 30


Targeting abilities
Single target -- 80
AoE/cone -- 20


Offensive Capabilities
Pure damage -- 35
Crowd Control -- 25
Status effects -- 25
Mobility -- 15


Crowd Control Abilities
Knockdown -- 75
Posture down/Snare -- 05
Slow target movement -- 20
Other -- 00


Status Effects
Bleeds -- 010
Delays -- 15
Wounds -- 00
Dizzy -- 30
Intimidate -- 15
Stun -- 20
Blind -- 10
Other Affects -- 00


Defensive Abilities
Melee defense -- 15
Ranged defense -- 20
Counterattack -- 50
Status resists -- 15


Weapons
Damage -- 50
Speed -- 20
Armor piercing -- 20
Accuracy -- 10


Group Roles
Tank -- 00
Damage dealer -- 40
Crowd controller -- 40
Debuffer -- 10
Other -- 00







THis profession should be one of the most sought after in the game. This one, and pistoleer, and rifleman. Period. Blasters are what Star Wars is about. Not Pokemon, not cooks, not fencer (except for jedi). Carbineer's only diamond was the KD. But to spam it cost us thousands of HAM points. While our shots are some of the most powerful in the game, it only takes ONE shot to kill us. Star Wars should be about blasters.



"If he pulls a knife, you pull a gun. If he send one of yours to the hospital, you send one of his to the MORGUE!" --The Untouchables

LT Zac Muleer
Commander of Black Arrows, House An'geles
COL in Rebel Forces
Corsica, Corellia
ormavon
Tue Feb 17, 2004 11:14 am
#56

without filling every question of the survey, carbineers should be the average across the board in defense and offense, just like humans are the average for ham out of the species. Every combat prof should have some melee and ranged defense, but then how good each is depends on the profession. So carbineers should be good when assaulted, but also good when fired upon for defense, where as a TKA should have Extremely little ranged defense, but very high melee defense. As it is now, carbineers have no melee defense at all, and, though debatable, pretty bad ranged defense too.


In terms of offense, carbineers should be mobile, and have better accuracy while moving, and though maybe less AP on their guns, have better spd and dmg than a pistol, where a pistol may be slightly slower and have slightly less damage, they have AP, and have specials that do one big damage shot. Carbineers should have no massive damage shot, but have burst shots, firing multiple shots each time, each one doing its normal damage, so like a barrage fire. Honestly, it makes no sense to say a pistol, a weapon generally requires the user to pull the trigger every shot is faster than a carbine, a gun that should be automatic or semi-automatic, and therefore they just hold the trigger. A Pistoleer is good at evasion, but not necessarily at firing large amounts of damage on the move, like a carbineer. In this light, a carbineer should have good moving accuracy, good speed, and good damage, but a pistoleer should be able to pick out weaknesses in the armor and get off a nice wounding shot in the armor, and be able to dodge fire, giving them a good AP, good wounding, and good ranged defense, they should not be fastest shot though.


And the last thing i'd like to address is state effects and AoE effects/ A carbineer should have GOOD AoE effects, attacks that do some nice high damage to multiple targets, showing that they are firing multiple shots at once, and that these shots are worth using. Right now, i am not impressed with the AoE attacks carbineers currently have. They do nothing for damage. Also, carbineers should have attacks that slow a targets movement and attack spd while so many meters away, not alot of focus on kd though. For this slowing though, it needs to work most of the time, and not like the current kd carbineers now have, that rarely works, only kds for about 2-3 secs, and then can't be used again for about a minute, if it works at all. They need a slowing attk that can be used like every 10-20 secs, and always works so long as they connect, to prevent melee assaulters from closing the gap so easily (notice though if the target evades the shot, then they are not slowed). I don't feel carbineers have much right now to discourage people from assaulting, as in PvE, pretty much everything charges at the carbineer when he shoots at it, it doesn't slow, it rarely kds, and it never runs, more often the carbineer runs. Look at the storm troopers for a moment, when i sic a pet on them, instead of holding their ground like a carbineer should, the storm trooper takes a couple hits and runs (and all mobs in PvE move faster than we do, so we can't even use a similar strategy). Carbineers should be responsible for holding their ground, and only relunctantly giving up their position, not always giving up their position cuz they can't hold anything.


Dasyra
Tue Feb 17, 2004 4:43 pm
#57






novamarine wrote:




Offense/Defense
Offense -- 50
Defense -- 50


Targeting abilities
Single target -- 50
AoE/cone -- 50


Offensive Capabilities
Pure damage -- 50
Crowd Control -- 40
Status effects -- 00
Mobility -- 10


Crowd Control Abilities
Knockdown -- 20
Posture down/Snare -- 00
Slow target movement -- 05
Other -- 75


Status Effects
Bleeds -- 00
Delays -- 00
Wounds -- 50
Dizzy -- 00
Intimidate -- 00
Stun -- 00
Blind -- 00
Other Affects -- 50


Defensive Abilities
Melee defense -- 50
Ranged defense -- 50
Counterattack -- 00
Status resists -- 00


Weapons
Damage -- 25
Speed -- 25
Armor piercing -- 50
Accuracy -- 00


Group Roles
Tank -- 25
Damage dealer -- 25
Crowd controller -- 25
Debuffer -- 00
Other -- 25







Comments go here.

The only problem with this post is we might get something we don't want and quantify ourselves into a corner. If we go heavily AoE then we must have good defense as we will get aggroed by everything, especially in PvP where people will spam their best moves at the target that just engaged them - counterattack doesn't work when you are laying on your back. If we are single target damage the defense is less needed as we are drawing less agro.


We all have different ideas of what the carbineer is. I think of it as the assault rifle profession that pretty much sums up what all stormtroopers and mostarmies would be using in this era. Rifles are afor sniping while pistols are concealed sidearms that are dangerous in one on one situations where surprise is a factor to victory but not used on the battlefield except asa secondary weapon.


Here is a good quote from the Star Wars Arms and Equipment Guide page 15, "A blaster carbine is a kind of blaster rifle that saves weight with a shorter barrel and a smaller stock. These changes result in a lighter and less cumbersome weapon, at the expense of range and stunning ability." In the descriptions carbines and rifles fit into the same mold. It is possible some of the rifle certs could be used by carbineers. Or maybe the professions need to be renamed - Assault Weapons (Carbine), Sniper (Rifle), andBasic Sidearms/Concealed Weapons(Pistols) which isbased onstyles of fighting instead of weapons class. Also means certain certs can cross over into different groups easier but what really matter's is the skills you receive instead of weapon choice.


Another quote from the Star Wars RPG Revised Core Rulebook page 130, "Blaster technology in rifle form allows for greater range and additional firepower, but requires two hands to use. Weapons in this category include the blaster carbine, blaster rifle, sporting blaster rifle, light repeating blaster, and ion gun rifle." Basically any blaster that takes two hands to hold.


Things like duel pistol wielding players would come off the bounty hunter line as specialized forms of combat. So if you wanted some sort of assault style pistol fighting ability you might need to invest in a hybrid profession or some sort of upper elite fighting style instead of a weapon type. I personally don't know what to think of melee and think it should have been left as a nice diversion instead of what it is now. The only melee people that should be running into battle are Jedi because they can block blaster bolts.


I could go on and on about this, sorry for rambling somewhat. Professions should be based on skill sets instead of weapon certs.










Das.

"A Jedi uses the Force for knowledge and defense, never for attack."
Thrive
Wed Feb 18, 2004 7:28 am
#58



Instead of using the 100 points thing, I listed them in order of importance to me, and how I feelthese options suit the class. I base my opinions mostly on the way I used my M16 (which is a carbine) in the military - to keep enemies pinned down and afraid to poke thier heads out.


And Devs.. if you read this.. lol My M16 was actually an M203 -an M16 with a grenade launcher attached to it. I would LOVE to have one in game! Well... its just a thought.. lol



Offense/Defense
Offense -- 50
Defense -- 50


Targeting abilities
Single target -- 50
AoE/cone -- 50


Offensive Capabilities
Pure damage -- 4th
Crowd Control -- 1st
Status effects -- 3rd
Mobility -- 2nd


Crowd Control Abilities
Knockdown -- 2nd
Posture down/Snare -- 1st
Slow target movement -- 3rd
Other -- 00


Status Effects
Bleeds -- 2nd
Delays -- 1st
Wounds -- 00
Dizzy -- 3rd
Intimidate -- 00
Stun -- 00
Blind -- 00
Other Affects -- 00


Defensive Abilities
Melee defense -- 3rdRanged defense -- 2nd

Counterattack -- 4th
Status resists -- 1st


Weapons
Damage -- 4th
Speed -- 1st

Armor piercing -- 3rd
Accuracy -- 2nd


Group Roles
Tank -- 00
Damage dealer -- 00
Crowd controller -- 100
Debuffer -- 00
Other -- 00

Message Edited by Thrive on 02-18-2004 06:34 AM

TarKanna
Wed Feb 18, 2004 6:03 pm
#59


Offense/Defense
Offense -- 75
Defense -- 25


Targeting abilities
Single target -- 80
AoE/cone -- 20


Offensive Capabilities
Pure damage -- 80

Crowd Control -- 10

Status effects -- 00
Mobility -- 10


Crowd Control Abilities
Knockdown -- 100
Posture down/Snare -- 00
Slow target movement -- 00
Other -- 00


Status Effects
Bleeds -- 80
Delays -- 20
Wounds -- 00
Dizzy -- 00
Intimidate -- 00
Stun -- 00
Blind -- 00
Other Affects -- 00


Defensive Abilities
Melee defense -- 00
Ranged defense -- 75

Counterattack -- 25

Status resists -- 00


Weapons
Damage -- 40
Speed -- 20
Armor piercing -- 00
Accuracy -- 40


Group Roles
Tank -- 25
Damage dealer -- 75
Crowd controller -- 00
Debuffer -- 00
Other -- 00



BloodThirst & BloodLust
Sunrunner Galaxy
NXTC Guild
Rebel till the Day I die
Anarkha
Thu Feb 19, 2004 5:33 am
#60

Offense/Defense
Offense -- 75
Defense -- 25


Targeting abilities
Single target -- 20
AoE/cone -- 80


Offensive Capabilities
Pure damage -- 30
Crowd Control -- 40
Status effects -- 20
Mobility -- 10


Crowd Control Abilities
Knockdown -- 20
Posture down/Snare -- 40
Slow target movement -- 20
Other -- 20 (Pinned - targets could not fire/hit back too fast)


Status Effects
Bleeds -- 20
Delays -- 40
Wounds -- 00
Dizzy -- 20
Intimidate -- 00
Stun -- 10
Blind -- 10
Other Affects -- 00


Defensive Abilities
Melee defense -- 10
Ranged defense -- 40
Counterattack -- 30
Status resists -- 20


Weapons
Damage -- 40
Speed -- 30
Armor piercing -- 20
Accuracy -- 10


Group Roles
Tank -- 00
Damage dealer -- 40
Crowd controller -- 50
Debuffer -- 10
Other -- 00





-----------------------------------------------------------

Master Droid engineer / Artisan /Merchant @ Eclipse
Carbineer/Ch/Sl @other

Drop by to NEO-ROME on Naboo for Droid shopping (Eclipse).
-----------------------------------------------------------
ZSM
Thu Feb 19, 2004 5:49 am
#61


-- Offense/Defense --
How do you see the tradeoff between offense and defense for a Carbineer?


Option #1: Offense 66.7

Option #2: Defense 33.3



-- Targeting abilities --
What should the balance be between single target and area of effect/cone specials?

Option #1: Single target 40
Option #2: AoE/cone



-- Offensive Capabilities --
How should the offense of a Carbineer break down?

Option #1: Pure damage
Option #2: Crowd Control (keeping the target from moving)
Option #3: Status effects (stun, blind, bleed, etc)
Option #4: Mobility (good accuracy while moving)



-- Crowd Control Abilities --
What crowd control abilities should Carbineers have?
Option #1: Knockdown
Option #2: Posture down/Snare
Option #3: Slow target movement (target can't run)
Option #4: Other (please explain)



-- Status Effects --
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.

Option #1: Bleeds
Option #2: Delays (target attacks slower)
Option #3: Wounds
Option #4: Dizzy
Option #5: Intimidate (target does less damage)
Option #6: Stun (target is easier to hit with range and melee weapons)
Option #7: Blind (target's accuracy is reduced)
Option #8: Other Affects (please explain)



-- Defensive Abilities --
Which of the following should be the most effective of Carbineer defensive abilities?

Option #1: Melee defense
Option #2: Ranged defense
Option #3: Counterattack
Option #4: Status resists (KD, blind, stun, etc...)



-- Weapons --
What should be the priority on Carbines?

Option #1: Damage
Option #2: Speed
Option #3: Armor piercing
Option #4: Accuracy



-- Group Roles --
When in a group, what role should you fill?

Option #1: Tank
Option #2: Damage dealer
Option #3: Crowd controller
Option #4: Debuffer (apply states to target)
Option #5: Other (please explain)



Zodac Sho'Menza
Master Grinder(25) TKM / Doc / 1000 Scout
"Pokemon Unlocked Me!" 03-28-2004 06:56 AM
ZSM
Thu Feb 19, 2004 5:50 am
#62


Ugh.. sorry.. let me try that ONE more time



Zodac Sho'Menza
Master Grinder(25) TKM / Doc / 1000 Scout
"Pokemon Unlocked Me!" 03-28-2004 06:56 AM
ZSM
Thu Feb 19, 2004 5:59 am
#63

-- Offense/Defense --
How do you see the tradeoff between offense and defense for a Carbineer?


Option #1: Offense 66.7
Option #2: Defense 33.3



-- Targeting abilities --
What should the balance be between single target and area of effect/cone specials?

Option #1: Single target 40
Option #2: AoE/cone 60



-- Offensive Capabilities --
How should the offense of a Carbineer break down?

Option #1: Pure damage 25
Option #2: Crowd Control (keeping the target from moving) 35
Option #3: Status effects (stun, blind, bleed, etc) 15
Option #4: Mobility (good accuracy while moving) 25



-- Crowd Control Abilities --
What crowd control abilities should Carbineers have?
Option #1: Knockdown 50
Option #2: Posture down/Snare 30
Option #3: Slow target movement (target can't run) 20
Option #4: Other (please explain)


Same as Posture Down... but we should posture down from standing OR kneeling straight to prone... as in someone diving for cover from a hail of lead.


-- Status Effects --
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.

Option #1: Bleeds 0
Option #2: Delays (target attacks slower) 0
Option #3: Wounds25
Option #4: Dizzy 25
Option #5: Intimidate (target does less damage) 25
Option #6: Stun (target is easier to hit with range and melee weapons) 25
Option #7: Blind (target's accuracy is reduced)0
Option #8: Other Affects (please explain)0


Spraying lead.. inaccurate.. dissorienting.. damaging...


-- Defensive Abilities --
Which of the following should be the most effective of Carbineer defensive abilities?

Option #1: Melee defense 25
Option #2: Ranged defense 25
Option #3: Counterattack 35
Option #4: Status resists (KD, blind, stun, etc...) Intimidate 15



-- Weapons --
What should be the priority on Carbines?

Option #1: Damage 35
Option #2: Speed20
Option #3: Armor piercing 35
Option #4: Accuracy 30



-- Group Roles --
When in a group, what role should you fill?

Option #1: Tank 10
Option #2: Damage dealer30
Option #3: Crowd controller50
Option #4: Debuffer (apply states to target)10
Option #5: Other (please explain)


Quite simply.. we're the machine gunners folks, and we all feel this way. We don't snipe, we don't tank... we spray.. controlling hordes and dealing dmg with a few status effects here and there. I feel this way whole heartedly.


and sorry for those other two *accidents*




Zodac Sho'Menza
Master Grinder(25) TKM / Doc / 1000 Scout
"Pokemon Unlocked Me!" 03-28-2004 06:56 AM
TheFirefox
Sat Feb 21, 2004 7:45 am
#64

-- Offense/Defense --
How do you see the tradeoff between offense and defense for a Carbineer?


Option #1: Offense 50%
Option #2: Defense 50%



-- Targeting abilities --
What should the balance be between single target and area of effect/cone specials?

Option #1: Single target 75%
Option #2: AoE/cone 25%



-- Offensive Capabilities --
How should the offense of a Carbineer break down?

Option #1: Pure damage 25%
Option #2: Crowd Control 25%
Option #3: Status effects 25%
Option #4: Mobility 25%


-- Crowd Control Abilities --
What crowd control abilities should Carbineers have?
Option #1: Knockdown 50%
Option #2: Posture down/Snare 25%
Option #3: Slow target movement 25%
Option #4: Other



-- Status Effects --
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.

Option #1: Bleeds 20%
Option #2: Delays 20%
Option #3: Wounds 10%
Option #4: Dizzy 10%
Option #5: Intimidate 20%
Option #6: Stun 20%
Option #7: Blind
Option #8: Other Affects



-- Defensive Abilities --
Which of the following should be the most effective of Carbineer defensive abilities?

Option #1: Melee defense
Option #2: Ranged defense 50%
Option #3: Counterattack 25%
Option #4: Status resists 25%



-- Weapons --
What should be the priority on Carbines?

Option #1: Damage 25%
Option #2: Speed 50%
Option #3: Armor piercing
Option #4: Accuracy 25%



-- Group Roles --
When in a group, what role should you fill?

Option #1: Tank
Option #2: Damage dealer 50%
Option #3: Crowd controller 50%
Option #4: Debuffer
Option #5: Other




---

Firefox-Radiant
&
Tokash-Starsider


Be patient and strong; for someday this pain will be useful to you..
gostic
Sun Feb 22, 2004 12:36 pm
#65


-- Offense/Defense --
How do you see the tradeoff between offense and defense for a Carbineer?


Option #1: Offense 65
Option #2: Defense 35



-- Targeting abilities --
What should the balance be between single target and area of effect/cone specials?

Option #1: Single target 50
Option #2: AoE/cone 50



-- Offensive Capabilities --
How should the offense of a Carbineer break down?

Option #1: Pure damage 25
Option #2: Crowd Control (keeping the target from moving) 35
Option #3: Status effects (stun, blind, bleed, etc) 20
Option #4: Mobility (good accuracy while moving) 20



-- Crowd Control Abilities --
What crowd control abilities should Carbineers have?
Option #1: Knockdown 40 (with a decent timer or secondary effect , not knockdown then get right back up)
Option #2: Posture down/Snare 30
Option #3: Slow target movement (target can't run) 15
Option #4: Other (please explain) 15 (action bleed)



-- Status Effects --
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.

Option #1: Bleeds
Option #2: Delays (target attacks slower) 20
Option #3: Wounds
Option #4: Dizzy 30
Option #5: Intimidate (target does less damage) 20
Option #6: Stun (target is easier to hit with range and melee weapons) 30
Option #7: Blind (target's accuracy is reduced) 20
Option #8: Other Affects (please explain)



-- Defensive Abilities --
Which of the following should be the most effective of Carbineer defensive abilities?

Option #1: Melee defense
Option #2: Ranged defense 40
Option #3: Counterattack 20
Option #4: Status resists (KD, blind, stun, etc...) 40



-- Weapons --
What should be the priority on Carbines?

Option #1: Damage 30
Option #2: Speed 30
Option #3: Armor piercing
Option #4: Accuracy 40



-- Group Roles --
When in a group, what role should you fill?

Option #1: Tank
Option #2: Damage dealer 30
Option #3: Crowd controller 40
Option #4: Debuffer (apply states to target) 30
Option #5: Other (please explain)



Ok I will start by saying to Nova, GOOD JOB on everything you have been doing for all of us, thank you for stepping up and doing what you are doing.


1. Should a carbineer be able to do big damage? Yes, but only witha laser carbine at 50m. I get 2700 with it using crippling shot, but only at 50m. If I get to 30m then it's useless, which is fine it should have a trade off.


2. Should a carbineer be fast? Yes but only with a weapon that does not do as much damage as a laser carbine, right now the fastest carbine is the DH-17.


3.Shouldcarbineer specials crowd control? Yes with out a doubt. If you get knocked down or stunned you can not fight back as well as you normally would. Should the crowd control specials do lots of damage? no, but they should work and connect most of the time depending on the range and type of weapon. My acid carbine ideal range is 22M, should i be able to do knock down or area stun from 50m? no that's what the laser carbine is for. But, what i should do is when i get rushed by someone i should use my special to KD and get some distance so i can inflict damage. Hence some sort of resistance to stun, dizzy, blind... so i can move back and still have a chance.


4.Should the Carbineer be able to fight at close range? No, but he should be able to KD and move back to a comfortable range (30-40m). Should the carbineer be able inflict big damage like a a rifleman at 65m? No, but he should be able to hold his own, at 50m, with the right weapon.


5. HAMs are too high. HAMS are too high. HAMS are too high.



I hope this helps.


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