Carbineer Archive
Thread: OFFICIAL Carbineer Class Distinction Thread
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.
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.
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.
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![]()
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.
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.
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.