Carbineer Archive
Thread: OFFICIAL Carbineer Class Distinction Thread
I agree strongly that the carbineer should be better at the carbine than the BH! Only by a bit, since the BH spent so many skill points, but they also get versatility where we don't (and the LLC).
Currently, the BH not only gets more accuracy and more speed (by quite a bit!), s/he also gets better moves -- confusion shot and fire KD are both awesome (for 1-on-1 at least).
I also like the idea that BH mods apply only to BH moves (specials) and Carbineer mods apply only to Carbineer specials. Right now someone can go BH-carbine + Carbinesto Cripple shot, and SMOKE a master carbineer. They could probably smoke an MC without dabbling in Carbineer, too.
I definately want to be a crowd control class. State changes would be a great way to go. Also, removing some ofthe redundancy in states (everything applies a stun).
Keep AS2cone based. Change it from tun to a short term dizzy.
Make cripple shot action pool specific.
Give us a master special.
In reference to the combat changes. If things stay the same, then having one shot apply multiple state and/or a posture is ok. I would rather see game damage lessened, only one state per special (maybe 2 on the master special. Or one KD/PC and a state change), and requisite specials for the "better / best specials". Just depends on the way the game changes.
Take all our stun giving specials.Give1 set the 'dizzy' effect, 1 set 'stun', and 1 set intimidate then fix specials, we will be pretty good
ummm yeah. Sorry about that triple post. I hate the internet.
ANyway, that with the increase in speed, etc. -- I think we will be good.
gpunk wrote:Make cripple shot action pool specific.
You do realize, that if they touch cripple to make it action-pool specific, they WILL reduce it's damage, probably by a factor of three or four. At which point it becomes a slightly more damaging and significantly slower/more HAM costly legshot2. People keep asking for this, but have no clue how much they'd hate what would be balancing to recieve.
Hello all,
If you have not posted yet please give some input. It seems many people like the AoE/State Master idea. If you do not, propose something else! Free speech! All viable ideas will be presented to the Developers.
Please keep in mind the Devs have indicated they are addressing broken specials, HAM, speed, etc. In this thread, assume our broken specials (chargeshot2) are working. Also, I see some people suggest we do not have access to Dizzy. We do. All of the fullautosingle and area shots add dizzy. The problem is the duration on those is ZERO. This will likely be fixed soon.
Isee many responders suggesting crippleshot needs to cripple and suggesting it have a root/snare effect. This would make it very similar to a posture down which the Devs have put on a timer and will not be removing from a timer. No point in asking for something they have already nerfed. I agree it would be an interesting effect but it is very very unlikely this would happen.
Please keep the ideas coming and enjoy the Holidays.
Kaffis wrote:
Well, to be honest, satanis, the whole BH modifiers issue needs to take a cue from melee profession's toughness. BH mods need to apply to BH moves only, and carbineer/pistoleer mods need to apply to carbineer/pistoleer moves only. Take the higher of the two (but not the sum!) and apply it to marksman moves and standard autofire shots.
OK.. BH are master marksmen, we arent necessarily so for basic moves they have a +5 bonus.
Looking at specials from the advanced tree..
5 Novice Carbineer
5 Carbine Assault 1 thru 4 (20 total)
10 Master Carbineer
--
35
Compared to BH:
10 Carbine Specialisation 1,2 & 4 (30 total)
20 Carbine Specialisation 3
--
50
Even after using bonuses from that skill tree.. the BH has us beat on their specials!
I take it by looking at melee you mean stacking fencer/pistoleer dodge scenario? If so: all well and good, the special shots they have still go through quicker - which makes sense as carbineer has specials too. BH are an elite class with honed field reflexes too.
The problem is then normal shots? A BH gets to make 'normal' shots quicker. Does that balance fairly against increased accuracy. If not how about a standard "carbineer damage modifier" to reflect increased proficiency and familiarity with profession specific (ie: carbine) weapons ?
Shouldnt basic attack damage increase with skill to represent precision use of a weapon?
You might argue that a commando would then need this benefit too. I see the scenario as a pistoleer or carbineer you determine the vulnerable spots, or weaknesses in a persons armour / strategy / tactics. With a flamer you coat an area in fire - its a question of scale in weapons. (the old SW RPG had scale if anyone remembers) I consider Flame / LLC / Acid Rifle to be on the next scale up.
(I apologise in my earlier post I used total for carbiner, then individual for BH and the numbers didnt sum correctly. hopefully the above makes more sense)
How about making carbineers have an equal chance of neutralizing armor temporarily or knocking down temporarily?
Morning;
as a novice carbineer, i have to say "MAN DO I MISS MY PISTOLEER!" (the all powerful holo told me towalk this way) I have to admit, if the devs do get this right; it just might be more fun than not. IMHO, i like the idea of AoE bleeds and states (that stick)added to the specials we have now; but can we get rid of that ridiculous chargeshot animation! I thought chargeshot was meant to discourage the mobs from charging us!
I feel that the carbine ought to stay as a crowd control profession, and I agree with everyone who has mentioned we should attack the action pool of people. I think part of crowd control should be keeping people at a distance. (kind of my definition, I hope you like it.) Someone half way through training in carbinier ought to be able to slow down their victim (singular) to a walk, that way they can do some good in group combat. I think someone fully trained ought to be able to slow down an entire group to a walk (as their fastest speed) This way you provide a service to the group, as well as a weapon. I know that spamming knockdown was bad, this still leaves people on their feet... don't take knockdown away, keep it as something we can use as currently in place, but give us the ability to slow down individuals and groups... Everyone has their thing... and this is a good thing. I'd even sacrifice some blind/stun/bleed combos for it.
Claudious Zankin
Carbinier.
To be able to queue up special moves at an insane speed ( think machine guns )
For exemple :
automode1 : can queue up to 3 attacks at an automatic speed, the ham cost are higher and the accuracy is decreased for the 3 specials following it, but fires at .5 speed
automode2 : can queue up to 5 attacks at an automatic speed, ham cost are at normal level, and accuracy is slighly decreased,( still at .5 speed )delay the next action for 5 sec
automode3 ( master carbineer ) : queue up 8 attacks, ham cost are normal, and accuracy stays same, delay the next action for 10 seconds