Carbineer Archive
Thread: OFFICIAL Carbineer Class Distinction Thread
KudaarkSomtaaw wrote: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
Certainly an interesting take on the automatic deal. Except redundant, since the damage we do per shot already assumes that we're firing bursts, basically. What you'd like to see sped up (the ability to change shot types and targets, essentially) has nothing to do with the supposed rate of fire in this game, as that's completely transparent to us and replaced instead with a number representing how versatile in changing targets and firing styles a weapon is.
If they were to toss this balance-oriented firing system to the wind, and instead make carbineers fire faster but for lower damage per-shot than pistoleers, then I think that this ability you're proposing would be really neat. But given that the current scheme is meant to simulate super-fast low damage firing, while maintaining something with both a little less data flow and a little more tactical interest, I don't really see your idea as fitting in with that theme. Kudos for creative thought, though, I've never seen a proposal remotely like this one.
If the fixes go into effect then Carbineer is already a powerful class. I personally would like to seeat least a couple moreAOE attacks as well. To make mastering the profession absolutely worth it I envision 2 specials to the effect of fire knockdown that BH's have. We need a vicious DOT. I say 2 cause it would be nice to have a single focused fire-like DOT and an AOE fire-like DOT. It doesn't have to be a knockdown since we already have it, but imagine how effectively we'll be able to control crowds. I already run to stay out of the range of Commando Flamers spraying an area due to the damage/wounds that those flames induce...if we get something like this groups of people will respect that Master Carbineer on the battlefield instead of charging wildly.
I also love the idea of slowing an opponent down to walking or something less than running. It makes it more realistic. You just don't charge full speed at a hail of rapid fire. It wouldn't have to be a long lasting effect maybe a second or 2. Heck it could even be made into an AOE cone that effects everyone, even your allies that are unlucky enough to get caught in the line of fire. Of course your allies wouldn't take damage, but they would feel the AOE slowdown. I mean...let's make the battlefield realistic!
IMO, shouldn't these be classified as sub machine guns? They're in the middle of rifles/pistols.
I dunno, just a thought.
Area KD, area delay, area states, area action bleeds, wonderful.
However, what if you DIDN'T want to spray everything?
Why not make a single target delay/kd/bleed (have that)/state?
Well as it stands though the carbineer isnt the most powerful one on one they can do decent damage later on in their tree, the focus on AoE makes our class unique in the aspect that we can deal decent damage to varying targets at relatively the same cost. This makes it more tactical for the carbineer since they actually have to worry about position and lining up their cone of attack to hit as many targets. The majority of other classes dont have this worry where they just run around spamming moves. For exping sure you might not be hitting a target for 2k or more (depending on what your using/slices and powerups) but hitting 5 targets for 1k each burst adds up fast and can make a big difference in the long run. Ironically the elite seems to be the best AoE weapon out of our line, the laser carbin is too inconsistent for AoE damage vs costs. followed by the E11 for AoE. Maybe this is what the devs had in mind for the elite?
Again Ill push for AoE states for our class, especially dizzy that works the way its supposed to. Just get the dizzy on as many targets as possible and then use actionshot on them to try and get them to fall down.
I would like to see fewer AOE shots for other ranged classes as well. AoE is supposedly the specialty of the Carbineer, being a machine gun. I would like to see the AOE fixed so that it's not so difficult to use and doesn't seem to always miss 2/3 of potential targets (but managing to aggro them all on you, anyway).
Suppression fire 1 & 2 -
These specials are largely useless. Sfire 1 is useful for a while, until most classes get something better or no longer need to pin a mob down. That, and the timer removes any use it formerly had for pin/kiting.
I think that the effect of PD should be replaced with a delay. Currently only one ranged profession has a ranged delay add: smuggler, while melee has warcry 1 and 2 at novice/master brawler. This is extremely effective, and equates to a 20 second delay at master brawler, more than enough to kill almost anything.
Ranged combat needs something similar, and I think that Supression Fire 1 & 2 are the perfect place to add it. Change the effect from a PD (which is useless and redundant) to a delay add. A 10 second delay (single target and then AOE) would be balanced against melee' shorter ranged delaybecause we have to wait so much longer to get it, and only carbineers can use the AoE.
Some people have stated Area Knockdowns that do one damage. I don't like that, because that would make the attacks ABSOLUTLY USELESS outside of a group situtation. I'd like to be able to hold my own solo, so make them do some damage, maybe reduced, but at least more then one.
Hello,
I have not read through every post on this thread yet, but I like a lot of what I hear. I have read many posts concerning states and AOE and I was wondering if it would be possible to have a state that impairs certain actions, to include but not limited to affects like preventing the afflicted from using specials or making their own posture changes (Such as the side affects of a brawlers Berserk or a SL's Rally, only these are used on your own team where the bonus to dmg/accuracy is supposed to out weigh the restrictions applied). This seems a bit like splitting hairs to me, but it does not have the heavy-handed affect that a KD or dizzy has. Also I like the idea of the expansion of the AOE attacks but I have found situations where a broadly scythingAOE is not the most desirable attack available to me, so maybe an answer would be to have attacks with varying cones of affect. This may fly in the face of some of the impressions people have of the machine gun affect often associated with the cabine, but there should be some evidence ofability to control your"bursts" as there is to spray lead (or lasers) at everyone in front of you. One last thing I would like to bring up is the possibility of a kind of "mask scent" for faction scanners. Onetitle of the carbineer is infiltrator and this would imply some ability to gain access to secured areas. If only to have a chance to circumvent the detection process of mine fields and courtyard faction scanners, if nota base faction scanner, by challenging a devices detection capabilities with the carbineer's skill in infiltration every time he moves through it's area. This skill should be tied to the counterinsurgency line and should improve with the skill line much as Mask Scent does. Of coursea TEF should still be assigned for any other action that would normally constitute one. Just a thought.
By Viecat Eare Tempest
What is a Master Carbineer?
We are the assault ranged Class of SWG . Our task is to control the enemy by fire showers of shots at the enemy. Using shots like suppression fire, legshot 3, actions shot and also have high-powered Area shots.
Carabineer is the only ranged class in Swg who can fire several shots at once when pulling the trigger, however we fire slowly compered to other classes (keeping our speed at 60).
Let’s take a look at our weapons.
Elite laser Carbine( marksman tree) , AP 2 medium range and medium damage, fire rate medium.
Fires 1 to 3 shots at same time. Ideal range is 25 to 50 meters and max range is 65 meters.
Elite Subnose gun( assault tactics), AP 1, low damage, short range. Fire rate fast. Fires 2 to 5 shots at same time. Ideal range 15 meters to 30 meters. Max range is 35 meters
Elite shotgun ( Counter insurgency tactics ), AP 0, Very high damage. Very shot range, fire rate very slow. Fires 1 to 2 shots at same time. Ideal range is 5 to 20 meters. Max range is 20 meters. Special bonus due to weapon type, bonus to hit at close range ( 7 meters).
Note the better the weapon is on the ladder or skill tree, the better the chance of getting more shots and also how many shots you are getting is random!
My idea of Master Carabineer weapon
Assault gun, a skill tree 4 Elite laser Carbine with shotgun attachment! However the shotgun is can only fire one shot and is skill tree counter insurgency tactic weapon 2.
Lets go to the special shots shall we!
Assault tactics
- Wild shot 1 = Causes stun to the enemy and also makes be confused, witch makes him delay all his actions for 5 seconds except for movement. 60 Seconds refuse time. Cant be stacked to smugglers delay shot.
- Wild shot 2 = same as above but area shot.
- Scatter shot 1 = possibility to hit 2 random pools of the enemy. Can also cause bleeding.
- Scatter shot 2 = same as above but area shot!
Marksman line
- Legshot 3 = area shot who hits action and also slows down the movement of the enemy for 3 seconds( makes the targets walk)
- Crippleshot = Works well, keep it. Finish shot for a Carabineer , accurate but slow. Highdamage
Counterinsurgency tactics
- Burst shot 1 and 2 = fast, medium damage, excellent for defence when you have low ham.
- Suppression fire 2 = works well , good area shot
Special abilities
* Charge shot one and 2 works fine as they are. ( fix charge shot 2, p)
- Full auto area 1 and 2, works fine, no changes
Other shots
- fullauto 1 and 2 works fine no changes. Action shot one and 2. Only change , make both be bleeding shot.
- Master Carabineers shot, Suppression fire 3. Makes all in target area go prone, however if they dont go prone enemy’s movement will be slowed for 5 seconds. This a area shot.
This i thinks Carabineers should be made from start. The slowest firing of all classes but fire most shots of all per trigger pull. Our Role is suppress and control the enemy with shower of shots, we can chose the right weapon type for right situation. We are not the finesse shots as Master rifleman or special trickshots as pistolers. We rely on pure brute force to kill the enemy!
If Sony do this, this will be definitely the end of Quake combat! Bring a Carabiner to control your foe or foes in combat, either if it is Pve or Pvp J .
I think a weapon is deadly either it is a pistol, rilfe or carbine. The purpose of the weapons is to kill the enemy!
Please dont use the old fashioned view of pistol fast and low damage, carbines medium damege, medium firerate. Rilfe High damage and slow firerate, it is already not working, and im guessing, it never will!
Viecat Eare
Master Carabiner and dabbler in other combat classes
P.S English is not my native language , so i hope you dont mind my grammar errorsJ
I really hope that Thunderheart read this and reply to my post!
Without getting too wordy, I was really hoping Carbineer would be the definitive "crowd control" profession with ahealthy doseof debuffs and AOE attacks.
You know... just like it's described in the skill tree. ![]()
This is a bit late, but I'm a little nervous about the idea of an AoE specialist. Mostly because of actionshot2 I admit
Also because of the Junta who was in the middle of the Mokk's I was slaying and got pissed off...
Do we know how the AoE will work? Often it seems to aggro creatures who shouldn't really be in range, and misses some who should. It also makes it very difficult for us when there are mobs we don't want to shoot mixed in with those we do.Also, it's just hard to compare with the Rifleman's strafe2. My rifleman friends can do over 6k damage with it, and it takes less mind for them than Mindshot. I'm not sure I want to be an AE class that's always coming in second best to another.
Some other options, though:
- Shots to target health, action and mind. Perhaps bleed any or all as well.
- Special mounted attacks that combine both creature and carbine.
- Debuffers - Slow attack, reduce their damage, slow their walk run speed, more frequent success with the state changes we already have.
- Defensive or healing bonuses. Buff ourselves instead of debuffing the creatures. I'll take the TK meditate line! Hehe.
- Aggro control - the ability to direct creatures to attack a specific target, or to reduce aggro for people (Especially us, if we don't get any defense boosts!)
I do really like the idea of being masters of state change. Intimidate along with crippling shot, or a snare effect similar to what the traps give that works on NPCs would be excellent.
One thing that might work if they'll let us be crowd control is to use an effect on our Knock downs that's similar to warning shot. If you knock something down, it will stay down until attacked or until the effect breaks. It wouldn't help you solo a single creature, but it would help us to run away when things got ugly or to turn giant group fights into single file.
I like the idea of adding more state changes to our skills, make Legshot slow down opponents while doing Action damage and make Crippling a longer/larger slowdown with random HAM pool damage.
Burshot should remain pretty much the same, let's keep one good high-damage shottype for those that wants it... make it clean damage without state changes and set Wildshot/Scattershot etc. to do various state changes... I'd like to see Chargeshot doing Knockdown, Wildshot doing Dizzy and/or Stun and Scattershot doing some other kind of state changes.
Crowd Control, yeah maybe. Add to our ability to control a crowd, maybe. Personally I like the idea of being a "Master of state changes" more than a "Master of crowd control", but that's just my opinion.