Carbineer Archive

Thread: OFFICIAL Carbineer Class Distinction Thread

Quandry
Sat Jan 17, 2004 12:20 am
#79

THe way id like to see carbineer is:



Croud controle and status masters:



I want an aoe slow attack...forcing the target into walking not knockdown.


An aoe action pool targeted shot...cant make it to strong though maby a 3.5 multiplyer or so


An aoe status shot with around a 4.5-5.5 multiplyer that stuns and dizzy and maby even blind hehe.


And last for the aoe shots id like to see a aoe action dot.



For master i want a leg shot 4 that stuns or dizzy with a force walking status effect...and a nice 6 multiplyer or so but only one target.



And get rid of our stupid intimidate defence and give us sompthing that makes sence like def vrs confuse or blind because we shoot a hail of bullets anyway.


If working properly i like most of our single target attacks but could drop one or two for redundency if they add more aoe attacks.



Giving us more speed and aim is a no brainer though




And more weapons to use...sompthing with cold damage and sompthing with stun damage would realy be nice....like give the elite cold damage and another 15% damage and 10% speed to make it the sweet weapon it should be. Also make a slug thrower craftable with stun damage and put it around marksman carbine 3 or so for a cert with stats around the elite carbine now but lower hams.



Also this isent the place for it but in crafting weapons make the optional componets like tissues used in the final assembly so you only need one per weapon so as not to make it so imposable to get a high quality weapon in the modle you prefer. I would love a nice kryte D6 but even having the tissues needed ill make DH17's instead just because its a smarter use.



Making us have a "Force Walking" attack instead of KD would keep us in croud controle an at the same time not give us a godly pvp skill also alowing them to leave the KD timer in.




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


SWG-Runesabre
Sun Jan 18, 2004 9:23 am
#80

Nice thread, gives me something to think about.
Maeves
Sun Jan 18, 2004 3:56 pm
#81

Enemy suppression, group control...I like the ideas.


I would like to seemore weapons. We should be able to pick up short range sub machine gun style blastersas well as thelonger range assualt weapons with varied damage types and armor penetration. This way as a profession we can pick the weapon for eachtarget as needed. Might also allow some special settings for carbine's to change damage types. We could have weapons that have the range 40 energy blaster setting and also a range 20 stun setting, that or a carbine ability that reduces the range by half but changes that attack damage type to stun.


We could also use some sort of carbineer abilities that yield better armor penetration. Maybe in the full auto attacks add an armor pentration +1 to such attacks. So if the weapon has AP of 1 it would act as an AP of 2with that special attack.


Also give us some weapons with default stun damage and kinetic to choose from. Also might want to try some high rateof fire lower damage weapons with low HAM costs. Just changing the weapons we can use and what they do for us would dramatically change our profession.





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The Future of SWG through giving players the ability to drive a circular storyline.
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Furyion
Mon Jan 19, 2004 9:29 am
#82

A dev reply!?!?!

I guess Apocalypse has finally come



________________________________

Sulley Hawkeye - Scylla

"Whoever fights monsters should see to it that in the process he does not become a monster. And when you look into the abyss, the abyss also looks into you." - Nietzsche
Loic
Mon Jan 19, 2004 4:20 pm
#83

The Holocron told me to Master Carbineer, so here I am. I've started a profession that I had always been interested in, but must admit I'm very dissapointed. The ideas here look great for the most part. I hope you guys give them serious consideration.
Syrillius
Mon Jan 19, 2004 8:12 pm
#84

I have only to say one thing:

Dont stick with that strange idea about carabine=medium speed.

CARABINE SHOULD BE FASTEST.


Now you may say: But pistols do less damage, so they must be faster. Why does this have to be?.
I think pistoleer shoud get better defense and better styles (panicshot in the pistoleer tree and so on). Then about the leveling:Just reduce the pistol-exp needed to level.....then he doesnt have to have an equal damage per second as the other classes.



IGN: Ahshyrian
Ruskins
Tue Jan 20, 2004 6:30 am
#85

whats a carabine ?
isbofficer
Tue Jan 20, 2004 11:10 am
#86

I dont think the slug thrower should be stun but should actually do kinetic damage. The name of the weapon seems to imply kinetic opposed to stun. Not to mention the sound it makes when it shoots.It kinda sounds likesomeone landing a nice right hook to your target. Gotta love that. Just my 2 credits. Thanx!
IckiEboo
Tue Jan 20, 2004 5:46 pm
#87

Um... I've never posted before so please excuse me if I ignore some obscure rules of forum gramer



As for pistol being the least damage but the fastest, well, that's a crock. Pistols are the least damaging and the easiest to aim while running. If you don't believe me the go outside and pick up a brick (pistol)and run around aiming it, next pick up small to medium dog (carbine) and run around trying to aim it. The big difference is that while one is somewhat heavy but points at what you want, the other wiggles and squirms of it's own accord. This is what a carbine does when you fire it. The rapid rate of fire makes it jerk is some unpredictable directions. And as for the rifle.... well it's just plain heavy and akward to wield. Each of the three weapons has thea type of benifit to them:


Pistol = Easy to aim whilemoving), low-low/medium damage, fast-medium rate of fire, short range is best


Carbine = Hardest to aim, low/medium-medium/high damage, very fast-fast rate of fire, medium range so that you can hose them down


Rifle = Easy to aim while standing still, medium-high/medium damage, medium-slow rate of fire, long range is the way to go here


Just my two cents... Thank you


Icki E'boo


*key*


Low--Low/Medium--Low/High--Medium/Low--Medium--Medium/High--High/Low--High/Medium--High


Just so we're all on the same page







Icki E'boo
--The Ick with a stick--
Master Dabbler
BMGundam
Wed Jan 21, 2004 2:20 pm
#88

I think burst shot 1/2 should have a different animation. Since it is called burst shot, each shot fired should be a 3 round burst with an animation similar to the scatter pistol. I don't think i need to mention burstshot2 should be more powerful than burstshot1. Don't know what else to add to it to make it not the same as crippling shot or any other carbine skill for that matter.

Crippling shot is fine the way it is.

If Wild shot1/2 added the intimidate status instead of stun, would that make it less redundant? I can't think of any carbineer skill that caused the target to be intimidated off hand.

If dizzy gets fixed for full auto specials, then i think chargeshot1/2 should be changed to a KD that falls in line with all of the other KD's. But then we'd just be a cheap skill point version of BH carbine 4 with a very small defense boost. Honestly, i think carbine dizzy should stay as a BH carbine status effect and leave chargeshot the way it is now.

My suggestion for a master carbineer skill:
Burst shot 3: Fires 3 round bursts at a single target damaging a random HAM pool and causes bleeding to the HAM pool that took damage (with a scatter pistol like animation).

It would have a 4.5x damage modifier and a speed modifier of 2.75 (if crippling shot is 3.0). Additionally, the HAM pool that would take damage would be: action 55% of the time, health 35% of the time and the remaining 20% of the time hit mind. For PvP, there could be a damage reduction on the DOT, but not for PvE. Bleed cycle would be the same as all of the other bleeding and be stackable etc.
nolik2
Sun Jan 25, 2004 11:46 am
#89

ok here is how i would fix it.

Severe penalties and bonuses to distances. Pistoleers shouldn't have the ability to shoot 60m, and they should be severly penalized after 20m, if you have to give them greater melee defence, not anymore dodge. Carbineers should be in between 25 and 50 and rifleman between 50 and 80 if possible.People should be affraid to go into another players ranged area. Thats there area of expertise.


Fix our specials. Our area attacks need to be just that , when weshoot at an area everthing in that area needs to hit, and not for just a small amount of damage. There is no sense in using an area attack unless everthing is hit for good damage. Similiar to burst shot ones damage would be fair.


have the ability to keep a mob back with minimal damage just like charge shot one does. So basically make charge shot 2 work. We should be able to knock a mob of balance , run back and keep doing it to get out self out of there if need be. Its no fun to agro all the mokk on you and then bust run 200m away while everyone in you group is mad at you.


a better varity of weapon damage(kinetic,stun,blast,electricity,cold)


Make it so dancers or muscians can buff all three stats similiar to what a doctor can do for your health and action. Everyone isso buffed on health and action that action bleeds and attacks are useless.Or give us an awesome mind attack.


Tone down that medic posion. When i on go raids i get mind posion rigth away and then i'm just useless and a lot of the time i never even see the guy doing it. Its basically a real downer.


fix the ham costs ,if we have to spam specials at least.make it so we don't kill ourselves fisrt. check out our motto


make it so we can at least stun,confuse,dizzy or just irritate with our specials .thats why they call them specials


Everyone knows that the carbineer profession isn't anygood thats why there arn't many carbineers out there. Basically im tired of getting killed and tanking around tka and pets. I can pretty much beat lesser opponets but i should be able too i'm a master but when it comes to raids and pvp i'm just not doing as much damage as the other players and i should be if i'm keeping my proper distances,with all things being equal i should come out on top and i should also have the ability to keep mobs and raiding groups in check for a little while.

Devs if you read this dont be affraid to juice our class up a bit believe me it will be awhile before enough players make the shift and besides would be nice for other playeres to appreciate the skills we've acquired


nolik on eclipse master carbineer/bh 0-3-0-0/novice medic P.S. a little more accuraccy would be nice especially on the run and fix that counter attack please other wise keep charge shot 1 the rest could use a little tweeking
Maeves
Wed Jan 28, 2004 3:27 pm
#90

Just a concern I noticed with my carbineer inpvp battles. The area damage attacks that I was using to assist my team are very difficult to use without getting myself wiped off the map instantly. Simply because everyone that doesn't have a target instantly targets me as aggressor.


So I lay down carbine fire for my group as enemies try to charge into a base, hopefully slowing the charge so they don't get inside. Most people are attacking the closest target's running. I hit the closest ones plus 6 more who haven't been agrod who instantlyuse mind attack specials and I'm on the ground.


Maybe allow us a chance or even the general ability thatour area attack only aggro's the main target in pvp, not any other targets hit by splash. Or maybe we need more defense mods or something so we can pull agro and survive a little longer. It's just very frustrating that my best abilities of area damage get my character creamed faster than the other ranged profession. It's sort of a reverse AOE pull. I pull a bunch of players to attack my character, could be a valid tactic but not much fun in my opinion especially with our lack of defense bonus's and the a-typical mind shots that are so popular.


I'm not sure how to balance this as area damage is a double edged sword right now.Maybe if we had a ton of defense and could take a pounding we would be the ranged version of a tank as everything attacks us. Though I am not sure that's what I am looking for as a carbineer either but at the same time if we are going to draw 50%ormore of theagro than other ranged classes we need something to offset this or assist us in surviving longer. Just something to consider during the revamp.




=============================================================
The Future of SWG through giving players the ability to drive a circular storyline.
=============================================================
Mik-Kael
Wed Jan 28, 2004 3:45 pm
#91

I dont and have never liked the idea of a carbineer being a crowd control class, or a status effect class.


A carbine is a soldiers weapon, all other classes in game should be considered support and we should be the primary assault profession.


We should get a vareity of supression and knockdown moves. But our distiction should not be the ablity to spray and pray, but we should be known for rapid takedowns, multi location targeting moves like scatter shot, and for high damage fast firing specials that constitute the primary assault force in any group. You should be seeing alot more carbineers out there than pistolers or riflemen.





Mi-Kael Luminus
Alliance Starfighter Pilot

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