Carbineer Archive
Thread: State of the Carbineer Profession
chargeshot1 works without a timer and that is intended? i can hardly believe this because the system message still says 'you failed to knockdown your opponent'.
i've never seen that posted. was this something only correspondents knew? if it is okay, then my new pvp macro is going to look like /chargeshot1; /chargeshot1; /chargeshot1....i haven't been using it after the first shot because i didn't want anyone to call me an exploiter.
when a fixed chargeshot2 arrives will it be without a timer as well?
Let me echo here about the HAM costs of our specials. I got razzed last night by my guild'sdoctor for the cost of my carbine moves. He joked that he needed a special macro just to keep me from killing myself.
/heal Roren, /heal someone else, /heal Roren, /heal Roren, /heal someone else, /heal Roren, /heal pets.
Note, I was using BurstShot1, ChargeShot1 and the occasionalspate of CripplingShotson a HAM optimized Elite Carbine sliced and powered up to 1.9 second speeds. Even with the crap stats of my elite, I was putting more damage on target than any member of the group that was there, but at the same time, I waskilling myself faster than the enemies (Kunga Clan Leaders, and Kunga Warriors) were killing me.
When I changed out to my Krayt DH17 with a fully powered up speed of 1.1 seconds, it was that much worse. I could plow down anything that was in front of me, but you could just sit and watch the -50's ticking off my head like a metronome.
Great work SOJ - I 100% agree with everything you wrote.
I just made master on the weekend and I'm feeling the effects of the HAM costs and broken specials now more than ever. I'm really looking forward to these changes being made, I think it will bring us up to what we were intended to be.
Thunderheart wrote:
Thanks SOJ
Ill be back by sometime this week or early next week to ask you guys some questions. I have to read through all this stuff and get organized, and then Ill be able to get a handle on things.
Thanks for your hard work SOJ and everyones input!
SOJ has done a wonderful job. You should be able to get all of the information you need from Q-3PO. He has been investigating our issues for the last 86 days.
Kaffis wrote:
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%.
Just as a note, this is not quite true. The other change that went in on TC deals with how you handle resources that don't have the required stat. Previously if you (as all actual firearms do) needed 50% Conductivity, 50% Overall Quality and a schematic called for ore, gemstones, polymer etc. which always have no Conductivity, the crafting system ignored that and looked only at the Overall Quality. Now on TC it simply counts the conductivity as zero, lowering the maximum you can possibly get. This is actually worse with subcomponents, many of which are 66% Conductivity and 33% Shock Resistance or Overall Quality. The point I'm making is that when you combine this with resource requirements where a needed stat on a class of resources (such as rhodium steel or plumbum iron)never breaks 100, not even a perfectionistmaster will be able to make 30% to start on some items.
Jianti wrote:
Kaffis wrote:
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%.
Just as a note, this is not quite true. The other change that went in on TC deals with how you handle resources that don't have the required stat. Previously if you (as all actual firearms do) needed 50% Conductivity, 50% Overall Quality and a schematic called for ore, gemstones, polymer etc. which always have no Conductivity, the crafting system ignored that and looked only at the Overall Quality. Now on TC it simply counts the conductivity as zero, lowering the maximum you can possibly get. This is actually worse with subcomponents, many of which are 66% Conductivity and 33% Shock Resistance or Overall Quality. The point I'm making is that when you combine this with resource requirements where a needed stat on a class of resources (such as rhodium steel or plumbum iron)never breaks 100, not even a perfectionistmaster will be able to make 30% to start on some items.
Yeah but duh, which is why the devs will add the conductivity attribute to the relevant resources. geez. The truth is, it's only fair to manufacturing to do what they are going to do.
On ANOTHER note,please keep chargeshot1 animation. The delay and distance penalty from it is a small price to pay for the non timer KD. And I would be careful about crying for a change of it, because you might end up like the other professions and GET A REAL NERF. So stop bring attention to a move that is perfect. Geez.
SOJ wrote: Elite Carbine
The biggest problem we have with our weapons is that the Elite Carbine isn't good. It's no secret and it's very obvious. As soon as we saw the Elite Carbine on a vendor, I'm sure we were all very disappointed. The Elite Carbine is useful for it's minimum damage, however, the DXR6 is very compareable to it in almost every way and it does acid-based damage. The Elite Carbine is an energy-based weapon, the same as the laser carbine, however, the Elite Carbine can't match up to the laser carbine at all. You could have a Elite that's 150 - 210 (AP1) or a Laser Carbine that's 60 - 405(AP2).
Ideas to make the Elite Carbine more competent have been a different damage-type (Stun, Cold), more AP, more damage or reduce crafting components.
Elite Carbine requires 2 Specific Resources, and both have bad stats on OQ & Cond, thats the reason of the bad Elites. To fix this, just change the Polonium Iron in Doonium Iron...