Carbineer Archive
Thread: Your Top Ten Issues
Mikhail24 wrote:
Without giving you the same ten issues as we all know are broken, I'll just state whats important to me:
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.
2) Some specials not working at all. (ChargeShot2, LegShot3, BurstShot2)
3) Some specials not working as intended (BurstShot2, LegShot3)
4) HAM Costs on Carbines & specials are too high
5) Crippling Shot should specifically target the Action pool, following in the footsteps of its cousins LegShot 1,2 & 3 (Accuracy line)
6) Tied in with 2 & 3, but our state effect shots need to be looked at. Carbineers need moves like BH Carbine's Fire Knockdown and Confusion Shot. Especially confusion shot. We definetely need a shot that causes Dizzy...and FullAutoSingle2 should not be a Master Carbineer's bread and butter.
7) Specific resource requirements should be removed from weapons like the Elite Carbine, in order to acually make them "elite". (See Commando for example of this)
8) Remove unnecessary animation for Charge Shot. I believe this is tied in with our inability to Charge Shot while in any other position than Standing. Also posture changes seem to not work when kneeling or prone.
9)Why must we pause in place when hit by a new enemy, then resume moving? This has killed me many times whena fraction of a second counts.
This isn't really in order, just what I could think of right now. These have all been well documented and tested by others though.
what s/he said. and why cant SOE fix these? for months now our profession has been in tatters with no end in sight.
Why do we need to restate what has been said well many times before. If they read this forum they know the issues. If they listen to SOJ they know the issues. If they don't do either if these there is no point to this post.
I am sorry but even though I know other professsions may have it worse and I do feel for them but I want fixes for my profession and I really want it to be soon (soon as many of you would define it not as SOE defines it).
I know you are doing a good job SOJ but I know what most of us want are fixes or at minimum to have adev come in here and say we will try to do this by xxx and this by yyy and hope to get zzz done by this date. If we must wait then let us know what we are waiting for and when it is expected to be done. If they can say we expext to have mounts in the game next publish they can say what they plan to do with us.
Hey Glowing_Eyes,
I know the top issues threads seem pointless since I've already added a lot of them to reports and they are constantly spoken of on the boards, however, I think that it is nice to keep a list incase a dev decides to pop in and read them, such as the new community assistant. Hopefully, instead of reading 5 pages of our forum they can read this thread and come out with somewhat of the same scenario.
The first thread was asking which should I send in a report (which I did, I kept it sticked because it contains valuable arguements of how people feel and what they think it top priority. And this thread is so that people can priortize their issues within a scale of 10. The outcome would be best if a dev would read this post and from this post they could see how we feel.
Sticking to scale...
1. We really really really need some of our moves overlooked.. and some, completely replaced.
a.
01. We really need some of our specials overlooked... And some completely replaced.
a) Wildshot 1 & 2 - Cause stun.. Legshot 3 causes stun however :/ as does FAS2
And honestly, I don't know what stun does.. I've never noticed any difference
fighting somone who was effected by it.
b) Crippling shot - This move is in the accuracy tree. Yet, it hits random pools..
I believe someone said it has a damage multiplier of 7.5? Maybe lower that a bit
to maybe 5-6.5, and make it action specific.
c) Legshot3 - Supposed to be a cone attack... but it isn't. Also, it only has a .5
increase in damage multiplication over legshot2. Maybe raise this to 3-3.5
to be brought into line with what cripplingshot should be.
d) Burst shot 2 - Simply, should be what crippling shot is right now :/
e) Charge Shot 2 - Not sure how I feel on the animation... But, this move does
not knockdown.
02. At the moment, the only way to be a carbineer is to have either good medic skills,
or a medic who follows you no matter where you go... HAM drain is rediculous...
Spefically, while using a LC, i've noticed the HAM drain is dangerous while using
the following moves... Cripplingshot (should be I suppose, but also, should have
higher damage output if the ham drain remains as is). FullAuto Series... Burst Shot
moves also. But overall.. any move, when used either spammed, or in combos, will
leave you near death after fighting a white con.
03. Lack of class definition.. Pistoleers have our high damage attacks, (stopping shot),
and our bonuses to accuracy while moving. Riflemen have our area attack.. We
have nothing our own.. Other than KD, which bounty hunters have.
04. Lack of a good Carbineer gun. Elite Carbine needs work. Increase its AR to 2.
reduce the laser to 1. Just an idea...
05. Related to 01.. replace wildshot effect stun, with blind, or confusion. Or maybe
dizzy.
06. More area of effect type attacks. Maybe give us a posture up shot..
07. Increase the size of our cone attacks.. to maybe 180. If that's overdoing it, maybe to
90.
08. Of, this should have been higher in my count, but... Raise our range defense..
Increase our accuracy while moving. Increase our speed mods to 75. Make
counterattack something that actually happens. Replace Def to intimidate to blind,
or confusion. Maybe even dizzy ![]()
09. Change the spelling in Master Carbinier. If that's even how it is misspelled ^_-
10. Make us Ub3r!11!!2 ![]()
Most important issues as I see them:
1. Elite carbine is undeserving of its name as it is, in most cases, the WORST of all carbines. It should be faster and have 100 or so more max damage points...at the very least. I personally think it should have an alternate damage type and lower HAM cost as well.
1.Position change should work on NPC's and creatures. There is no reason for it not to.
1. Charge Shot 1 MAKES NO SENSE AT ALL. In fact it stands in stark contradiction to the CarbinEER tactic: to keep enemies at bay. Think about it...lets say im prone, shooting at a Pubam Battlelord....suddenly a another Pubam charges me. What should I do to defend myself, keep in mind that my weapon has an ideal range of 22-57 (depending on carbine)? The answer is knock that Pubam down and either kill him right then or stand up and move away....back into my ideal range. So the problems with ChargeShot1 are three-fold.
A. The shot cannot be executed from a kneeling or prone postion. Therefore invalubale time is wasted standing up.
B.The shot forces the CarbinEER to run towards the enemy, contridicting said tactic in yet another way.
C. The enemy will imidiatly stand right back up (unless dizzy is applied....by someone else) making it kinda pointless. I mean it still helps but...come on. If someone shot you in such a way that you were knocked off your feet there is just no way that you would be jumping right back up before your attacker had time to shoot you again.
1. The HAM cost to damage rate ratio is unbalanced. If the intent is for carbinEERs to rely on regular damage, so that the specials are truly SPECIAL, then the damage rates and the range mods need to be made higher. If the intent is for carbinEERs to be using specials more fequently so as to have more control in combat then the HAM costs need to be lowered. One way or the other something needs to change.
1. With all due respect to the Devs...this one is just pathetic. In another tread Q-3PO pointed out that the 'real' spelling is "carabineer" but we seemed to prefer "carbineer" so thats what the devs were going with. Well..OK then...lets go with it and get the title spelled 'in'correctly then. I could phathom the devs saying that although they have reveiwed and reveiwed the carbinEER profession they still dont know what to do to make it to their liking after all this time. But the fact the title is STILL mis-spelled shows that they have not been giving our profession the attention it is due....nay...OVER-due.
PLEASE PLEASE make some changes...we are not whining or being unreasonable we just want to enjoy SWG as carbinEER's as much as others enjoy their chosen professions. If you have read this far, I thank you for your time.
Fox
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.
FYI, Bounty Hunters spend 217 skill points for those shots..so **edit**
Posted: 06/25
Current date: 10/25
Time passed: 4 months
Carbineer problems fixed: 0
Responses/communications from the DEVs: 0
Big thanks to SOJ for compiling these issues. Here are the designers’ responses to the top 5 issues (option 6th is the Correspondent’s pet issue). We have 32 professions to get through so we apologize for the brevity of the answers.
1) Special Moves – LegShot3, BurstShot2, Crippling Shot, SupressionFire 2 are not working properly and/or not performing as well as their predecessors.
We’ll investigate this and check back with you. (4 months and counting, how long does it take to investigate? 4 months, no response, no reply, no communication, nothing. This is ridiculous.)
- Legshot 3 still = Legshot 2, same exact shot.
- Suppression fire 2 still = Suppression fire 1, it just takes a million more xp.
- Full auto attacks still do not dizzy, or if they do it lasts 0 seconds. Status effects rarely are applied, unlike other professions such as the BH scatter blast where and confusion shot where all status effects are applied on the first shot.
- Area attacks still only work the second time you shoot them, after you have aggroed everything on top of you. The first use only applies damage to the first target.
- Charge shot 2 still does not KD anything, does not KD a cone, and is pretty much a low damage area effect burst shot. Our most powerful and desired special, and it does not and has never worked.
- Area attacks still invoke an auto response attack in PvP hence using them is instant death.
2) Carbine HAM issues -Carbines have too high of a HAM cost and do not compare to pistol or rifle. This also applies to carbines that do not require stocks.
We’ll investigate the HAM costs of carbines. (4 months...)
- HAM costs are still absurd considering the lack of damage output we have. Pistoleers are doubling our damage with ease, AR rating has no real benefit in PvP since nobody wears armor and the damage increase does not have any effect from higher AP weapons.
- We can literary take ourselves out of the fight in less than 10 seconds. In PvE pistoleers are spaming shots for double our damage and suffering very little HAM cost, we are getting out damaged and it costs us more HAM. Riflemen have HAM issues, but they also put out insane amounts of damage. Riflemen and Pistoleers can both one shot kill people in PvP with reliable frequency, Carbineers can rarely if ever one shot kill, and then, only if the target is KD.
3) Carbine Defense modifications for Carbineers do not match those of the pistoleers or rifleman. Counterattack does not work well and should be examined for effectiveness.
We’ve made some changes, and we’ll re-examine once they are implemented.
- TC has pistoleers getting a huge buff to KD resistance, and Riflemen getting a huge buff to ranged /melee defense. Carbineers get intimidation defense, which is rarely, if ever applied to them, and if something can get close enough to intimidate them, they are already dead.
- TC has Carbineers getting a buff to counter attack, but it is still broken.
4) Variety The ineffectiveness of some weapons (Elite carbine and DXR6) leaves little room for variety.
We’ll look into this. But how is it less effective?
- Eliete carbine still has exceedingly poor damage and speed, and since it is an energy based weapon it has no practical advantage over either a DH17 or a Laser Carbine. The AP1 it has counts for little or nothing.
- Eliete carbine is still by far the worst of the eliete guns (T21, DX2, Scatter pisol), those also suffer from their problems but at least the T21 has huge AP, DX2 & Scatter have AP and acid damage.
- DXR6 while having acid damage which is nice, still lacks the damage or either a DH17 or Laser Carbine, and it is also the slowest of al the carbines.
- EE3 still does not have its 3m splash damage which it was supposed to have, hence it is another low damage low speed AP0 weapon. Heat is nice, but it can't dish out any respectable damage and there for can not compete with the DH17 or the Laster Carbine.
5) Carbineer Consistent spelling of the profession Carbineer.
We will do this in a future update. We are also changing this forum title to reflect your desire. (FYI Carabineer is correct, but Carbineer is an acceptable alt that you all seem to prefer)
- This just goes to drive home how little we get looked at and what a low priority we are. That some DEV can't even go through and spell everything consistently doesn't impress us very much.
There are still inconsistencies.
6) Defense Carabineer needs better defenses. It loses against Bounty Hunter and pistoleers when using carbines.
We’ll also re-examine this looking for balance.
- I don't care how much the BH whine and moan about all the SP they spend, when going 1 vs 1, carbine vs carbine, a BH with carbine 4 should rarely beat a master Carbineer.
- Our master title specifically says "A master Carbineer is UNEQULED in their abilities with carbine weapons" yet we are not only equaled, but dominated by a BH with only BH carbine 4.
Reguardless....a bountry hunter should not be better with a carbine than a Master Carbineer. Bounty Hunters have two carbine diciplines, the one in Marksmanship and the one in BH it self. Carbineers have 5!. 2 vs. 5 it doesnt got any more obvious than that. The advantage that the BH have is that they are trained in a variety of weapons, so that they can adapt to many sitchuations. A bounty hunter should never be better at pistol or carbine usage than the Masters of those weapons. It is just common sense.
Fox
1. Elite Carbine Sux big time. Laser carbine is better, and anyone who has carbines 3 can use it.
2. ALL weapon sepcialist need more weapons, for their class only. Energy weapons like laser carbine and elite carbine have energy damage type. just about EVERY LIVING THING has energy resistance (somewhat stupid because most weapons look like energy to me and the movie, and I believe most stormies went down in one hit) We need a carbine for the carbineers that uses heat, and one that uses acid, and one that uses cold. (get where I am going at?) And maybe place their certifying modsin different skills sosomeone doesn't need to get novice carbineer and be able to use all the carbineer weapons or whatever.
3. Specials need to be fixed, as stated in just about every post.
4 HAM costs need to be lowered. I can go through a fight with a stormtrooper, and be at 0 health and action, but a commando can go through a fight with a stormie and have basically full health. Not sying they need hight HAM costs, just that we need lower HAM costs.
5. Carbines are supposed to be fully automatic right? so why dothey have 4 or 5 second speeds? Are all of the pistols automatic, while our carbines are as slow as modernrlsniper rifles?
1 : Fix the dizzy effect on our full auto specials ( it lasts 0 seconds atm ) This is our number ONE need as it deprives us of ANY crowd control ability. An alternate way to solve that would be to give us a combo knockdown/dizzy special, à la bounty hunter (fireknockdown).
2 : Lower our HAM specials to keep them in line with the 2 other ranged weapons specialists classes.
3: Modify the legshot 3 damage multiplier to make it consistent with the legshot special line ( at the moment it seems to have the same damage multiplier as legshot 2 )
4: fix the full auto area special line ( at the moment it will only hit mobs that have aggroed the shooter )
5: upgrade the speed bonuses we get in the carbine tree ( +60 when master ) to+80(pistol gets 74, rifle 90 ), we should be between these 2. (bounty hunter get 80 and they are not weapon specialists as we are !)
6: give a master carbineer"master" specials, consistent with our class role ( Pistoleers and riflemen benefit from master abilities, carbiniers do not ) We could, for exemple have a legshot 4 special or a KD/dizzy combo at master (see point 1)
7:replace the polonium ironressource requirement to craft the elitecarbine by another ressource with a higher average conductivity to enable crafters to produce our elite weapon with statistics consistent with it's certification level. at the moment, on all servers, due to the polonium iron very low conductivity, the best elite carbines stats are : 110 180 spd 3.5 and are inferior to both the DXR6 and laser carbines, which require lower certification levels. An alternative would be to modify the polonium iron spawn template to allow this iron to spawn with a high conductivity.
8 : add/mofify our available weapons to add a stun damage weapon and a kinetic damage weapon (all other ranged weapons specialists get them : tangle pistol, SR pistol, jawa rifle, tusken rifle )
Aristide fenouillard, master doctor, 3302 carbinier on eclipse
BROKEN SPECIALS!
High Ham Cost
Low Speed bonus +60 please that's lower then any other profession out there
Partically non existent defense, +15 KD defense wow
please
What's so Elite about an Elite carbine. It sucks.
I've come to the conclusion that overall, we're not really cared about. ![]()
As long as they have their Commando's, BH's, and CH's, seems like the devs are happy.