Carbineer Archive

Thread: Combat Upgrade Carbineer Feedback OLD

TheBobulus
Sun Apr 24, 2005 1:47 am
#66



FaceInTheCrowd wrote:
Laser moved to CL 50. Now there is no weaponsmith schem for CL 22, CL 30, or CL 50. Really need this addressed.





Do you happen to know if the conversion numbers changed any when the CL was moved?



-----
Master Weaponsmith, Phoenix City Mall, Theed, Valcyn
I'm looking for WS tapes

TAfirehawk
Sun Apr 24, 2005 6:24 am
#67






FaceInTheCrowd wrote:

Laser moved to CL 50. Now there is no weaponsmith schem for CL 22, CL 30, or CL 50. Really need this addressed.







Yes the Laser is changed now, but you also need to look at the other Carbines, specifically the EE3 as it moved to CL 22 and is WS craftable.


And I have a thread STICKY for issues/problems




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Sun Apr 24, 2005 8:08 am
#68


Updated with current Frog Carbines.....the Devs made them more middle of the road quality so the DPS has gone down and Special Cost is up.







TAfirehawk wrote:





TAfirehawk wrote:


I thought the first thing I would provide is the basic Carbine Stats....all subject to change of course


Name Level Speed DPS

CDEF 12.4514.29 Energy

DH17 6 2.4516.73 Energy

DH17 Short 7 2.2542.22 Energy


DH17 Short10 2.4533.88 Energy

E11 10 2.25 52.44 Energy


E11 14 2.4563.27 Energy

EE3 14 2.25 98.67 Energy

Laser 222.25137.78 Energy with Heat


EE322 2.45 85.31Energy

DXR6 40 2.70133.70 Energy req. Heavy Incendiary Weapons III **req. is a bug I hope*


Laser502.45155.51Energy with Heat (35)

E11 Mk. 2 54 2.45179.59 Energy req. MCarb

Elite 54 2.45179.59 Energy


Alliance Needler 302.45108.16 Kinetic

Geonosian 30 2.45108.16 Energy


Bothan Bola 402.45130.61 Energy


Slugthrower 50 2.45154.69 Kinetic with Acid (80)

Proton 54 2.45183.27 Energy with Cold (45) req. MBH


Czerka Dart 50 2.45155.10 Kinetic req. BH Carbs 4


E5 54 2.45179.59 Energy req. MSL







As you can see we are lacking anything from Level22 to Level 40 (Level 30 counting loot schem).....and yes the yellow highlighted ones appear to be loot schems on TC-EP3 right now.....red highlights are for weapons we don't get.


And we are completely missing anything Kinetic from a WS.....yes we are getting hosed here, but at least I got the Laser moved up, not sure what else my "pull" can get us






And yes I am complaining about the DXR6 moving to Commando, lets hope it is a bug like some other weapons that 'moved' to Commando.

Message Edited by TAfirehawk on 04-24-2005 11:09 AM



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

SeanBlader
Sun Apr 24, 2005 10:26 am
#69






TAfirehawk wrote:


Updated with current Frog Carbines.....the Devs made them more middle of the road quality so the DPS has gone down and Special Cost is up.




Boy are you right about specials cost! With the E11 Mark 2 I can't continually fire Ranged Shot while on a master doctoraction regen buff. My action will eventually drain. I literally have to stop firing so that Ihave enough energy toeven shoot the basic novice marksman special, which I assume they meant to be the "default" attack. I had mine set to aimed shot, but that didn't last long at all yesterday. I didn't test it, but I think you can get off something like 3 or 4 higher level specials before you have to stop shooting all together.





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RoriHideDealer
Sun Apr 24, 2005 10:39 am
#70

What I noticed is that in Bounty Hunter. I can use the specials (Underhand shot, Confusion Shot) from the pistol tree in Bounty Hunter. Does everyone else no this? Or am I just really far behind?



~Tussossk~
..:Bounty Hunter: Master Carbineer:..
...::This Bounty Hunter is my kind of scum.....fearless and inventive::...
nimmaster
Mon Apr 25, 2005 11:46 am
#71

Hey TA i found some good news on the WS forum today. they are saying that they will be able to experiment on Weapons action costs. here is the page where i found it. http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=80304sorry been here a long time but never took teh time to learn how to make a clicky.



Thank you and goodnight








Carbineer rules
TAfirehawk
Tue Apr 26, 2005 12:11 am
#72




nimmaster wrote:

Hey TA i found some good news on the WS forum today. they are saying that they will be able to experiment on Weapons action costs. here is the page where i found it. CLICKYsorry been here a long time but never took teh time to learn how to make a clicky.






CLICKY 4 JOO!!!!!!



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Zarqon
Tue Apr 26, 2005 7:45 am
#73

This is really not the worst of the problems right now, but I thought I should mention it anyway because I haven't seen it somewhere here:


The Lithatanium Carbine, which is pretty good at the old live servers, and also a bit hard to get, is currently converting to lvl 14, which means it will be quite useless. Seems to me, as a limited quest carbine,this should be a lot higher up in the level system.




--------------------------------------------
Karon Oblodra, Dark Jedi
Azeth Ata, Master Bounty Hunter
Terossk, Trandoshan Warrior
Guildleader of MDU

TAfirehawk
Tue Apr 26, 2005 7:52 am
#74






Zarqon wrote:

This is really not the worst of the problems right now, but I thought I should mention it anyway because I haven't seen it somewhere here:


The Lithatanium Carbine, which is pretty good at the old live servers, and also a bit hard to get, is currently converting to lvl 14, which means it will be quite useless. Seems to me, as a limited quest carbine,this should be a lot higher up in the level system.






This doesn't make the Top 10 list, but it will need to be brought to the Dev attention once this goes LIVE.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

MeciniaLua
Tue Apr 26, 2005 8:58 am
#75

I find several things bad with Carbineer having tested it.


1) We have only 1 weapon that has element damage ( the Nym's Slugthrower ). We were promised to have a weapon that did each element type like other profession have gotten. This will hamper our ability to take on high powered mobs immensely.


2) Action costs are entirely to high. Fighting mobs half your level you deplete your pool in 5 to 7 shots and then are too tired to do anymore reducing you to ranged shot which doesn't affect any mobs much past level 12.


3) We cannot perform our stated mission of Crowd Control. Improved Charge Shot does nothing more than Charge Shot ( it should be AOE), Supression Fire does absolutely nothing ( this should give the rooted state ), Rapid Fire does nothing, The damage on our Full Auto Fire is far to low to be considered a Crowd Controller. These issues need fixing.



-Wanderhome- Mecinia, Mecinea
-Intrepid- Yovi
-Radiant- Enoorea, Bienurdau
Collected Expansion Ideas and Game Upgradesi


"There is no emotion, there is peace; There is no ignorance, there is knowledge; There is no passion, there is serenity; there is no choas, there is order;There is no death, there is the Force" from the Jedi code.
nimmaster
Tue Apr 26, 2005 9:12 am
#76






MeciniaLua wrote:

I find several things bad with Carbineer having tested it.


1) We have only 1 weapon that has element damage ( the Nym's Slugthrower ). We were promised to have a weapon that did each element type like other profession have gotten. This will hamper our ability to take on high powered mobs immensely.


2) Action costs are entirely to high. Fighting mobs half your level you deplete your pool in 5 to 7 shots and then are too tired to do anymore reducing you to ranged shot which doesn't affect any mobs much past level 12.


3) We cannot perform our stated mission of Crowd Control. Improved Charge Shot does nothing more than Charge Shot ( it should be AOE), Supression Fire does absolutely nothing ( this should give the rooted state ), Rapid Fire does nothing, The damage on our Full Auto Fire is far to low to be considered a Crowd Controller. These issues need fixing.




well action costs can be experimented on so the WS can lower them( sounds like something else doesnt it?) and i do believe that the lasser does heat damage too.




Thank you and goodnight








Carbineer rules
Quandry
Tue Apr 26, 2005 3:36 pm
#77

First off and imo most important:

Our cost for using specials on the higher end is to high. Not because we can not spam specials all day like the old system but because when using other professions (rifles and pistols) killing the same target uses more action with carbines. I can accept not being able to crack off the best shots all day but give me the same genral performance as my most closely related classes.

Our special abilities:

As a ranged croud control class we lack the skills to control anything to any length. Only having 2 area attacks does not give us much of a choice or create any tactic in controling a croud of enemies. Also using those shots will con these now angry enemies to me. If i continue to enguage these targets with my only area attacks i cannot possably kill all but the weakest groups withought a large amount of action cost that i do not have. In addition to at least 1 extra high end ranged croud controling tactic we need a sustainable default area attack (understandably not the highest damage yeld). An area special with a stat would be good perhaps intimadate or blind...seems fitting. Again as a personal intrest the certification of C22 Grenades fits with our area attack croud controle conept...and is fun :0).

Weapon Selection:

Because of our comparably low number of weapons to most ranged professions like riflemen pistoleers bounty hunters commando's . . ... When we can actualy see the final stats on our weapons including elemental damage and other weapon spacific atributes. We have an inherant flaw where as some of our more unq weapons will be of such low certifications that at the higher ends of the game no mater how unq will not be able to perform to a level worth using. We simply do not have enough weapons to allow a decent selection of higher end quality weapons that are diffrent from one another in any real way. If your ideal weapon for a target would include acid damage but to do that you need a lvl 40 weapon, the damage the weapon does even with the acid genraly wont mater when normal damage from a high end is so much greater in potential. To fix this withought adding weapons you would have to place our elemental and area effect and stun weapons in the 50-54 range. This makes the leveling of the profession grueling as so much time is spent with starter weapons but at least the end game is balanced. This is closer to what i think tc had...But still not right. I at this point dont see a reson to carry more than an energy and stun weapon with me. the elemental ones wont have the punch to be worth it except in spacific exceptions.



_______________________________________________________________________________________________________________________
Carbineer for Life
Weapons||Armor
Li'lith of Tarquinas
Alderaan Memorial Hospital
Loot Vendor (-6851 -4108) Galia Naboo


TAfirehawk
Tue Apr 26, 2005 3:40 pm
#78






Quandry wrote:
First off and imo most important:

Our cost for using specials on the higher end is to high. Not because we can not spam specials all day like the old system but because when using other professions (rifles and pistols) killing the same target uses more action with carbines. I can accept not being able to crack off the best shots all day but give me the same genral performance as my most closely related classes.

Our special abilities:

As a ranged croud control class we lack the skills to control anything to any length. Only having 2 area attacks does not give us much of a choice or create any tactic in controling a croud of enemies. Also using those shots will con these now angry enemies to me. If i continue to enguage these targets with my only area attacks i cannot possably kill all but the weakest groups withought a large amount of action cost that i do not have. In addition to at least 1 extra high end ranged croud controling tactic we need a sustainable default area attack (understandably not the highest damage yeld). An area special with a stat would be good perhaps intimadate or blind...seems fitting. Again as a personal intrest the certification of C22 Grenades fits with our area attack croud controle conept...and is fun :0).

Weapon Selection:

Because of our comparably low number of weapons to most ranged professions like riflemen pistoleers bounty hunters commando's . . ... When we can actualy see the final stats on our weapons including elemental damage and other weapon spacific atributes. We have an inherant flaw where as some of our more unq weapons will be of such low certifications that at the higher ends of the game no mater how unq will not be able to perform to a level worth using. We simply do not have enough weapons to allow a decent selection of higher end quality weapons that are diffrent from one another in any real way. If your ideal weapon for a target would include acid damage but to do that you need a lvl 40 weapon, the damage the weapon does even with the acid genraly wont mater when normal damage from a high end is so much greater in potential. To fix this withought adding weapons you would have to place our elemental and area effect and stun weapons in the 50-54 range. This makes the leveling of the profession grueling as so much time is spent with starter weapons but at least the end game is balanced. This is closer to what i think tc had...But still not right. I at this point dont see a reson to carry more than an energy and stun weapon with me. the elemental ones wont have the punch to be worth it except in spacific exceptions.






Points well made, but one clarification, there is no Stun Damage.....just Energy and Kinetic with additional Elemental being Heat/Acid/Cold/Electricity.


And I personally found Pistoleer/Rifleman to be just as draining on Action, but I wasn't writing numbers down, just gut feel.




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

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