Carbineer Archive
Thread: Carbineer In Concept Survey
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
Offense -- 70
Defense -- 30
Single target -- 75
AoE/cone -- 25
Pure damage -- 40
Crowd Control -- 10
Status effects -- 30
Mobility -- 20
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
Bleeds -- 10
Delays -- 20
Wounds -- 10
Dizzy -- 30
Intimidate -- 10
Stun -- 10
Blind -- 10
Other Affects -- 00
Melee defense -- 30 - We shold get a bayonette
Ranged defense -- 40
Counterattack -- 30
Status resists -- 00
Damage -- 30
Armor piercing -- 20
Accuracy -- 20
Tank -- 20
Damage dealer -- 30
Crowd controller -- 20
Debuffer -- 30
Other -- 00
Offense -- 60
Defense -- 30
Single target -- 80
AoE/cone -- 20
Pure damage -- 35
Crowd Control -- 25
Status effects -- 25
Mobility -- 15
Knockdown -- 75
Posture down/Snare -- 05
Slow target movement -- 20
Other -- 00
Bleeds -- 010
Delays -- 15
Wounds -- 00
Dizzy -- 30
Intimidate -- 15
Stun -- 20
Blind -- 10
Other Affects -- 00
Melee defense -- 15
Ranged defense -- 20
Counterattack -- 50
Status resists -- 15
Damage -- 50
Speed -- 20
Armor piercing -- 20
Accuracy -- 10
Tank -- 00
Damage dealer -- 40
Crowd controller -- 40
Debuffer -- 10
Other -- 00
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.
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.
Offense -- 50
Defense -- 50
Single target -- 50
AoE/cone -- 50
Pure damage -- 4th
Crowd Control -- 1st
Status effects -- 3rd
Mobility -- 2nd
Knockdown -- 2nd
Posture down/Snare -- 1st
Slow target movement -- 3rd
Other -- 00
Bleeds -- 2nd
Delays -- 1st
Wounds -- 00
Dizzy -- 3rd
Intimidate -- 00
Stun -- 00
Blind -- 00
Other Affects -- 00
Melee defense -- 3rdRanged defense -- 2nd
Status resists -- 1st
Damage -- 4th
Speed -- 1st
Accuracy -- 2nd
Tank -- 00
Damage dealer -- 00
Crowd controller -- 100
Debuffer -- 00
Other -- 00
Message Edited by Thrive on 02-18-2004 06:34 AM
Offense -- 75
Defense -- 25
Single target -- 80
AoE/cone -- 20
Pure damage -- 80
Mobility -- 10
Knockdown -- 100
Posture down/Snare -- 00
Slow target movement -- 00
Other -- 00
Bleeds -- 80
Delays -- 20
Wounds -- 00
Dizzy -- 00
Intimidate -- 00
Stun -- 00
Blind -- 00
Other Affects -- 00
Melee defense -- 00
Ranged defense -- 75
Damage -- 40
Speed -- 20
Armor piercing -- 00
Accuracy -- 40
Tank -- 25
Damage dealer -- 75
Crowd controller -- 00
Debuffer -- 00
Other -- 00
Offense -- 75
Defense -- 25
Single target -- 20
AoE/cone -- 80
Pure damage -- 30
Crowd Control -- 40
Status effects -- 20
Mobility -- 10
Knockdown -- 20
Posture down/Snare -- 40
Slow target movement -- 20
Other -- 20 (Pinned - targets could not fire/hit back too fast)
Bleeds -- 20
Delays -- 40
Wounds -- 00
Dizzy -- 20
Intimidate -- 00
Stun -- 10
Blind -- 10
Other Affects -- 00
Melee defense -- 10
Ranged defense -- 40
Counterattack -- 30
Status resists -- 20
Damage -- 40
Speed -- 30
Armor piercing -- 20
Accuracy -- 10
Tank -- 00
Damage dealer -- 40
Crowd controller -- 50
Debuffer -- 10
Other -- 00
How do you see the tradeoff between offense and defense for a Carbineer?
What should the balance be between single target and area of effect/cone specials?
Option #2: AoE/cone
How should the offense of a Carbineer break down?
Option #2: Crowd Control (keeping the target from moving)
Option #3: Status effects (stun, blind, bleed, etc)
Option #4: Mobility (good accuracy while moving)
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)
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.
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)
Which of the following should be the most effective of Carbineer defensive abilities?
Option #2: Ranged defense
Option #3: Counterattack
Option #4: Status resists (KD, blind, stun, etc...)
What should be the priority on Carbines?
Option #2: Speed
Option #3: Armor piercing
Option #4: Accuracy
When in a group, what role should you fill?
Option #2: Damage dealer
Option #3: Crowd controller
Option #4: Debuffer (apply states to target)
Option #5: Other (please explain)
How do you see the tradeoff between offense and defense for a Carbineer?
Option #2: Defense 33.3
What should the balance be between single target and area of effect/cone specials?
Option #2: AoE/cone 60
How should the offense of a Carbineer break down?
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
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)
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.
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
Which of the following should be the most effective of Carbineer defensive abilities?
Option #2: Ranged defense 25
Option #3: Counterattack 35
Option #4: Status resists (KD, blind, stun, etc...) Intimidate 15
What should be the priority on Carbines?
Option #2: Speed20
Option #3: Armor piercing 35
Option #4: Accuracy 30
When in a group, what role should you fill?
Option #2: Damage dealer30
Option #3: Crowd controller50
Option #4: Debuffer (apply states to target)10
Option #5: Other (please explain)
How do you see the tradeoff between offense and defense for a Carbineer?
Option #2: Defense 50%
What should the balance be between single target and area of effect/cone specials?
Option #2: AoE/cone 25%
How should the offense of a Carbineer break down?
Option #2: Crowd Control 25%
Option #3: Status effects 25%
Option #4: Mobility 25%
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
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.
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
Which of the following should be the most effective of Carbineer defensive abilities?
Option #2: Ranged defense 50%
Option #3: Counterattack 25%
Option #4: Status resists 25%
What should be the priority on Carbines?
Option #2: Speed 50%
Option #3: Armor piercing
Option #4: Accuracy 25%
When in a group, what role should you fill?
Option #2: Damage dealer 50%
Option #3: Crowd controller 50%
Option #4: Debuffer
Option #5: Other
How do you see the tradeoff between offense and defense for a Carbineer?
Option #2: Defense 35
What should the balance be between single target and area of effect/cone specials?
Option #2: AoE/cone 50
How should the offense of a Carbineer break down?
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
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)
What Status effects should Carbineers have available to them? Higher numbers mean many specials would be able to perform the special.
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)
Which of the following should be the most effective of Carbineer defensive abilities?
Option #2: Ranged defense 40
Option #3: Counterattack 20
Option #4: Status resists (KD, blind, stun, etc...) 40
What should be the priority on Carbines?
Option #2: Speed 30
Option #3: Armor piercing
Option #4: Accuracy 40
When in a group, what role should you fill?
Option #2: Damage dealer 30
Option #3: Crowd controller 40
Option #4: Debuffer (apply states to target) 30
Option #5: Other (please explain)