Carbineer Archive

Thread: Your Top Ten Issues

toe2
Sun Oct 05, 2003 1:12 am
#53

I am not too concerned about ham costs because u can play with medics or docs but the eleit carbine is worse that the laser carbine becasue it was a lower armor rating and damage.1-0 fix the eleit carbine


Dustin_Asche
Sun Oct 05, 2003 8:20 am
#54

1. HAM costs are too high. This didn't used to be a problem until I started having to hunt the things with HAMs of 10k+ and 25% energy resists. Now they simply take so long that carbine costs drain me long before they do my oponent unless I use a pet to hold them down and slooooooooowly chip away at their HAM. And don't even talk to me about wearing armor. If I try to solo anything the HAM costs make the downtime horrendous as I have to wait for all my pools to regenerate, even with every regen stat maxed out.


2. Melee damage hits us too hard. the 2x melee damage penalty we suffer is ridiculous. It makes it nearly impossible to hunt in PvE, since most creatures are melee, without some way to hold them still. And we don't really have that much anymore since those stupid timers were put on posture down and knockdown. Why should I have to rely on a pet to hold something still long enough to kill it? And don't even talk to me about armor.


3. Loss of pin-down moves. We can now pin an opponent down for maybe 8 seconds out of 30 alternating posture down and knockdown. This makes hunting the big, hard hitting stuff impossible without a pet or very careful use of traps (phenacine is nice) which don't work on the planets I hunt on.


4. Broken specials. Legshot 3 is erroneously coded to work exactly like legshot 2. Dizzy timer on fullautos are erroneously set for 0, Actionshot 2 does something funky with it's AoE. I hear there are other problems with specials I haven't gotten yet.


5. AoE is broken on all of our cone moves. 75% of the time, it misses the secondary target, and I have never seen a cone attack affect more than 2 targets, regardless of how many are clustered together. Plus a lot of the time, secondary effects, like stun, bleed, andKD, don't work right on main or secondary targers. Oh, but even though they never affect more than two targets, they seem to aggro everything in the cone alright.


6. Bad accuracy modifiers for short and long range. We're the middle-men, but our short and long range penalties are so severe that our window of accuracy is too small. Not as much of a problem now that I'm getting up there in accuracy, but my natural instinct with any firearm is to get up close for a better shot, unless I'm sniping (rifle).


7. After Laser Carbine, the higher level carbines are just blah. We get our best weapon at marksman 3. The carbines after it, the "Elite," DXR6, and E3, don't do as much damage, and don't have any other advantages to make someone prefer them over the Laser, except maybe the alternate damage types on the E3 and DXR6 make them back-up carbines onsome planets. Damage radius on E3 is broken.


8. Cosmetic problems to be sure, but I think that the rate of fire on specials like fullauto don't seem very, well, fullauto. It would be nice to be able to fire a burst of blaster bolts instead of just chunking them out at the normal rate for specials. Also, some of the shorter carbines look silly using the normal carbineer animations. The DH17s especially. When you're kneeling, your left arm is still while your gun slides through your thumb and across your forearm instead of your left arm traveling with the gun, which looks silly. And many of the optional components, like barrel, scope and stock, don't show up on every carbine. I can put a rifle stock on my carbine but it doesn't appear, even though there's a laser carbine hanging on the wall of the weaponsmith guild hall trainer's room that has a rifle stock.


Well, that's about all I can think of without getting into some bigger issues that aren't just carbineer issues.




--------------------------------------------------------------------------------------
"Man, if I had I lightsabre, I'd go voom, voom, snick, snick, snick, waaah, Jedi! slice up tubby here, and we could crawl inside him and stay warm for the night." Jay - Clerks, the Animated Series.
Karikaru
Sun Oct 05, 2003 5:34 pm
#55






GalacticRanger wrote:

1-9: Commandos can SPAM all of their Specials all day without losing more than a few health points. Specials for Carbine will literally kill you. As a former US Army Ranger, I know for a fact that firing a weapon doesn't drain the life out of you in 3 shots.


10: Elite Carbine is not "elite"






ROFL @1-9, that is so true



Test Center: Tarryn -Fencer|CH
Jaques- Tailor|Merchant|Master Artisan
Chilastra-Tarryn Hailfire -Gimped Carbineer-
Leader of the Tuskens Bane Security Force
AntiZero2045
Sun Oct 05, 2003 6:37 pm
#56

1. HAM costs are too high. I see my commando buddy beside me and a 2 digit number, like 60 something pops up beside his head. He does like 5k damage to the little mob and sets it on fire. No problem, no problem. I use crippling shot, a -160 pops up over me, and then I do maybe 500 if I'm lucky, 1.2k if God has blessed me for the day. To compare with other "equal" combat classes, pistoleer has stopping shot which did about 500 damage to me last time I checked (firing at an extremely fast pace) and I could sometimes chargeshot for the same amount, but my HAM cost is nearly 3-4 times as much, and I'm firing at a MUCH slower rate.


2. Broken specials. I use legshot/crippleshot in PvP, burstshot in PvE. Wheeeeeee!


3. Animations. Our KD is bad. Whenever I use it standing still I run TOWARD the vicious mob, where it IMMEDIATLY gets up and proceeds to kill me. I run away and use chargeshot, and I slow down to where it negates the fact that the mob just tripped. Also, whenever we start combat I stop, aim, THEN fire.


4. We smell kinda funny.


5. We look dumb.


6. I think carbineers and pikemen should be exempt of the little "can't use specials while riding" thing. Carbineers and pikemen were built for mounted combat, we should be 2x as powerful as anyone while on dewback/whatever.


7. My butt itches.


8. Our guns are ugly.


9. I need some credits.


10. Zabraks shouldn't get extra Imperial FP costs.





-Xetai Kelheless
-Single Male Zabrak
-Horniest Zabrak in all of Bria.
-First Imperial Inquisition Ace Pilot in Bria (of 2)

foxwalk
Sat Oct 11, 2003 6:55 am
#57

/bump


/bump


/bump


Dammit, incap'd already!


..............sigh..................




Foxfoot, Intrepid Galaxy

Drace
Sat Oct 11, 2003 8:42 am
#58

THE PURPOSE OF THIS THREAD IS TO PACIFY YOU ALL AND KEEP YOU FROM FLAMING SONY!


WAKEUP, HOW MANY OF THESE REDICULOUS "TOP TEN" THINGS HAVE WE DONE SO FAR AND ABSOLUTELY NO RESPONSE???




Major Shakkles Ganes

CEO Vortex Rikers Inc.
Master Carbineer / Teras Kasi Master / Existential Nihilist
I praise, I do not reproach, [nihilism's] arrival. I believe it is one of the greatest crises, a moment of the deepest self-reflection of humanity. Whether man recovers from it, whether he becomes master of this crisis, is a question of his strength. It is possible. . . .
bdk6161
Sat Oct 11, 2003 10:05 am
#59

Amen!



Squints Duran
Narmle, Rori
Bria
Varise
Mon Oct 13, 2003 8:51 am
#60

1. To be of ANY use as a Carbineer I'm forced to grab Carbine IV from Bounty Hunter just so I can be useful in a PvP fight. There is no logic behind being forced to do that to make it seem like Carbineer was not a waste of my time to get. Nobody should come anywhere near us in skill or special abilites as a Master Carbineer. Right now Bounty Hunters are more than a match for us when usinga carbine. Fire Knockdown and Underhand shot? Why do they have it and why don't we as Carbineers have it. Fix skills when you do a complete overhaul of all professions. We both know you will be FORCED to do so by the time the expansion comes out. It would make sense to balance this before hand. Fix it.


2. This has been repeated so many times. I sound like a broken record. Commandos can spam their specials doing 4K+ dmg through 40% composite armor in PvP and after a 15 min fight they are still at half health. I been in plenty of fights like that in Bestine. Compare that to a Carbineer attempting to do ANY of the useful specials like action shot etc... with composite armor on I'll be drained of health in 30 sec flat. This is redicilous.


I'm trying to find the logic behind this so I can understand why we are using up 100+ HAM a special. I have come to the conclusion that when they created carbines they were desinged to be a lot more powerful than pistols but not quite as powerful as say flamers and sniper rifles. As an oversight during the development they must have forgot to add the extra damage to carbines as they are virtually no more powerful than a pistol. Can you say oops? Fix it so that Carbines are rightfully up there in damage as they should compared to the massive HAM costs or reduce the HAM costs to be half of what they are right now. Even that wouldn't be enough. Whats the logic behind someone using a pistol with half the HAM cost of my Laser Carbine which fires 2 times faster and does 80% of the damage MAX damage and 150% of the MIN damage that my carbine does. Fix it.


3. EE3 is a pathetic example of a powerful carbine (in actual Star Wars terms not SWG) that was again overlooked during the development phase. This weapon is equally as powerful as an E11 Rifle (which by the way is just as broken when you look at damage in SWG). These weapons were at the TOP in Star Wars as far as damage was concerned in the Paper and Pencil RPG that had more balance on one page than SWG does in the whole game. Please fix it so that things like the Elite Carbine has its place (right now its paperweight), the EE3 should have about 100 more to MAX damage at least if not more. ANY major carbine like Laser, EE3 and Elite should NOT be doing less damage or even equal damage as a pistol. Some pistols are better than these Carbines that are supposedly the best carbines in Star Wars. There is NO logic behind this oversight. Fix it.


4. I can go on all day about the damage on Carbines. My cheap DH17 snubnosed carbine has a 50% better damage vs speed ratio than my Laser Carbine and costs half the HAM to use (both were created by a master weaponsmith who uses carbines himself). Essentially this is the best carbine in the game that I have seen so far by a LONG shot. I find it sad that a carbine I can get at Carbine I for crying out loud is better than the carbine I can get at Novice Carbineer. Fix damage and HAM costs and what they do dmg against and how powerful they are. Some should have light AP like the Elite and it should do at LEAST as much damage as an FWG5 pistol. It does 100 less MAX damage right now. This makes NO sense.


Here is an example.


DH17 snubnose. (was sliced for aprox 28% dmg)


Speed 2.5 / MinDmg 99 MaxDmg243 / PointB -25@ 0m, Ideal +3@ 25m, Max -80 @ 64m / H 25 A 27 M 14



Laser Carbine (was sliced for 25% dmg)


Speed 3.7 / MinDmg 44 MaxDmg319 / PointB -45 @ 0m, Ideal +7 @ 50m, Max -40 @ 64m / H 29 A 45 M 22


Let me tell you what is wrong with this picture. The bonus we get to hit blows. I have had a dozen master created carbines and the highest bonus I have seen was +12 at ideal range. Compare that to most pistols for example that have huge bonus (+16 or more) on even the lower end pistols. This is redicilous. How is a pistol more accurate at point blank range than a carbine at medium range by a factor of 5 to as much as 7 times that of what we get. Fix it.


The HAM cost is obvious here. Luckly I got a carbine that was made by a pro so the HAM cost isn't horrible but I still loose 100+ HAM per special when I got armor on. I can do 2 times more specials with a pistol at atwice the speedthat does the same damage. You do the math. Fix it.


Look at the damage on these carbines. Nice right? First of all I can get a pistol from the nearest shop and with a 25% damage slice it does MinDmg of aprox 140 with MaxDmg of aprox 265 at 2.2 speed. That's your run of the mill FWG5 pistol compared to my master created DH17 snubnose. I think the carbine should be doing more damage MAX for sure.


If you look at the abvoe example and compare it to my pride and joy... my laser carbine.. that FWG5 pistol blows my laser carbine out of the water by a long shot. These pistols can do roughly 3 times more MinDmg and about 80% of the MAX damage of my carbine and they do it at a blistering speed compared to my laser carbine.



I don't want to bore you guys all day with this. I can go on and on. Just fix it so that there is some logic behind what we are paying for as Carbineers. Right now we are getting shafted like no other profession I can think of.



Varise

Benjen
Tue Oct 14, 2003 6:13 pm
#61

1) Failure of any Developer Feedback on future fixes for Carbineers in the last few weeks.


2) HAM Costs far too high to make us useful.


3) Failure of any Developer Feedback on future fixes for Carbineers in the last few weeks.


4) Specials Broken.


5) Failure of any Developer Feedback on future fixes for Carbineers in the last few weeks.


6) Elite Carbine stats lower than Laser Carbine and some other well made carbines.


7) Failure of any Developer Feedback on future fixes for Carbineers in the last few weeks.


8) No new skill at Master Carbineer.


9) Failure of any Developer Feedback on future fixes for Carbineers in the last few weeks.


10) Skill mods for Carbineers much lower than any other Elite Weapon class.



FIX CARBINEERS! (note spelling of the profession name) THROW US A BONE!




Benjen, Carbineer 2,3,1,2 / Master Doctor
Guildless
Bloodfin

Official Carbineer Motto "I bet I can kill me before you can!"

"You can fool some of the people some of the time, and jerk the rest off" Robin WIlliams
Speradon
Wed Oct 15, 2003 6:19 pm
#62

Ok, so I'm late to this party.


I started out SWG as a Carbineer for no good reason other than two of my friends had pistols and rifles covered; I figured I'd cover the other proverbial base.


Everyone else has explained and complained about Carbineer skills and such, just as I imagine that nearly every other class does. I won't rehash the arguments and frustrations (many of which, I feel,are quite valid)laid out in this and other threads, except for one.


Ever since I discovered it, this has been bugging me. Someone earlier in this thread wrote about it, so I'll quote 'em: "1) Without stating the obvious, our Speed & Accuracy mods need to be reworked. At Master Carbineer, our bonuses should add up to 100% of maximum possible just like experimentation should reach 100% at Master level crafter. Bounty Hunter Carbine users should not be faster & more accurate with a carbine after spending 14 points than we are after spending 65."


Perhaps this isn't the correct thread to bring this up, and if there's somewhere better I'm more than happy to go there. But as far as Bounty Hunters are concerned, yes, I can't quite justify in my brain how they wind up with better overall stats with their weapons. Yes, they have to be crack shots, yes, the profession is geared toward expertise, and yes, they have to diversify their skills to adapt to the given situation. But that's where I have contention: since they do have to diversify and learn multiple weapons and skills, it's my feeling that (and maybe I'm thinking too realistically here) they wouldn't have the time and/or ability to learn skills for all of those weapons that surpass masters specifically in a given weapon. While the Bounty Hunter should definately have a decent use and understanding of carbines, I don't believe that their understanding would surpass or should come too close to that of someone who's dedicated a good deal of skill points to, and especially once they've mastered,one specifc weapon.


And one other thing that's peeved me and that maybe could get fixed at some point: Can we get the combat text to accurately reflect the damage done by ScatterShot 1? I don't know if the same deal happens with ScatterShot 2, but with 1, the combat text always states that "you hit such and such for 1 point of damage". We're actually doing more than one point, thankfully, but it'd be kinda nice to know exactly how much without having to look at the #'s over the head of whatever we're shooting.


sleepdepzombie
Thu Oct 16, 2003 7:44 pm
#63


Speradon wrote:

Perhaps this isn't the correct thread to bring this up, and if there's somewhere better I'm more than happy to go there. But as far as Bounty Hunters are concerned, yes, I can't quite justify in my brain how they wind up with better overall stats with their weapons. Yes, they have to be crack shots, yes, the profession is geared toward expertise, and yes, they have to diversify their skills to adapt to the given situation. But that's where I have contention: since they do have to diversify and learn multiple weapons and skills, it's my feeling that (and maybe I'm thinking too realistically here) they wouldn't have the time and/or ability to learn skills for all of those weapons that surpass masters specifically in a given weapon. While the Bounty Hunter should definately have a decent use and understanding of carbines, I don't believe that their understanding would surpass or should come too close to that of someone who's dedicated a good deal of skill points to, and especially once they've mastered, one specifc weapon.






That is just the type of reasoning that was explaned to everyone back in beta by the devs. The BH would be an excellent generalist, well suited to combat in many different situations however 1 on 1 fighting against a master of an elite combat profession using the weapon of the elite master the BH would be the inferior combatant. BHs Pick up a lot of other skills other than how to be really good with a carbine or a pistol out of that skillset they should not be better than the specialists of a weapon type. Otherwise there is no reason to ever specialize in a weapon everyone should just pick up BH for a pistol/carbineer. I have nothing against the BH and I don't want to see them get nerfed. I just would like to see the Carbineers actually work as a profession.



--

Keidi Iga
Arca Effex, Corellia, Bria
Joth_Kyles
Fri Oct 17, 2003 7:40 am
#64

Issue # 1> Q-3PO said they would investigate and get back with us. They haven't in over 2 months.


Issue # 2> All the broken specials


Issue # 3> The high ham costs


Issue # 4> No reason to not take the BH carbine tree. Their KD works and their speed and accuracy bonuses are better than ours. Not that I want BH nerfed. I want carbineer to be better!


Issue # 5> Elite Carbines blow chunks.






Joth Kyles
PA: Ronin
Rank: Rikushoho (Major General)
Master TKA / Medic / Smuggler / Pistoleer / Scout
American by birth, rebel by choice, southern by the grace of God.
Reardo
Mon Oct 20, 2003 6:04 am
#65

This thread is ludicrous and unnecessary. I can skim through the carbine forums without going into too much detail because I can finish everysentence after the first few words. I simply can't begin to fathom how we have not made ourselves clear, concise and to the point on any issue relevant to our profession. I also can't imagine why the major weapon in ANY Star Wars movie - Stormtroopers, Rebel troopers, Clonetroopers, you name it all carry them - is being so SOUNDLY ignored by the devs. Carbineers are supposed to be the professional soldiers, the infantry, the bread and butter of a fighting force. Instead, we are beyond a shadow of a doubt the weakest link in any group. Sure, the heros of the movie wore blasters, but those are sidearms, secondary weapons carried for convenience. I can point to any movie in the original trilogy to illustrate that when the sh*t hit the fan, everyone was toting around a carbine. My question is that why, in a game devoted to "recreating" the Star Wars universe, must I bow down to someone wielding a pistol in a combat situation when I'm backed by three faction soldiers. Relating the issue to reality, the very idea that a single individual with an M-9 pistol could successfully face four soldiers armed with M-16s is pure fiction. Devs, please, please, PLEASE read the top few threads on this forum - they sufficiently answer the "what is wrong" question and it can't be made any more clear.



Cinan
WOOK

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