Carbineer Archive
Thread: Carbineer In Concept Survey
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gostic
Sun Feb 22, 2004 12:38 pm
#66
-- Offense/Defense --
How do you see the tradeoff between offense and defense for a Carbineer?
How do you see the tradeoff between offense and defense for a Carbineer?
Option #1: Offense 65
Option #2: Defense 35
Option #2: Defense 35
-- Targeting abilities --
What should the balance be between single target and area of effect/cone specials?
What should the balance be between single target and area of effect/cone specials?
Option #1: Single target 50
Option #2: AoE/cone 50
Option #2: AoE/cone 50
-- Offensive Capabilities --
How should the offense of a Carbineer break down?
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
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)
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.
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)
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?
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
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?
What should be the priority on Carbines?
Option #1: Damage 30
Option #2: Speed 30
Option #3: Armor piercing
Option #4: Accuracy 40
Option #2: Speed 30
Option #3: Armor piercing
Option #4: Accuracy 40
-- Group Roles --
When in a group, what role should you fill?
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)
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.
novamarine
Sun Feb 22, 2004 12:49 pm
#67
This thread has been tallied so I am un-stickying the post.
Thanks for everyones input!
No1JOkeR
Sun Feb 22, 2004 2:12 pm
#68
Offense/Defense
Offense -- 60
Defense -- 40
Targeting abilities
Single target -- 70
AoE/cone -- 30
Offensive Capabilities
Pure damage -- 30
Crowd Control -- 40
Status effects -- 10
Mobility -- 20
Crowd Control Abilities
Knockdown -- 40
Posture down/Snare -- 20
Slow target movement -- 40
Other -- 00
Status Effects
Bleeds -- 20
Delays -- 30
Wounds -- 0
Dizzy -- 20
Intimidate -- 00
Stun -- 10
Blind -- 20
Other Affects -- 00
Defensive Abilities
Melee defense -- 10
Ranged defense -- 30
Counterattack -- 50
Status resists -- 10
Weapons
Damage -- 20
Speed -- 10
Armor piercing -- 30
Accuracy -- 40
Group Roles
Tank -- 0
Damage dealer -- 30
Crowd controller -- 40
Debuffer -- 30
Other -- 00
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