Carbineer Archive

Thread: Interesting nerf to CM

Sivol
Thu Jul 29, 2004 6:14 pm
#1

Account ticks away next week, so still patrolling teh boards hehe. Alot of action on the Doc/CM boards about all of this... looks like SOE actually did something to improve the GCW. Could open up alot of different options now for Carbineers and many other class's.




Erok - Carbineer Extrodinaire
owning gIMP's since '03
Eldudorino
Thu Jul 29, 2004 7:01 pm
#2

Its about damn time. Now maybe one doc can counter one CM



Bake fash
~ I am a carbineer. I am not expected to get the glory but to get the job done ~
Datchery
Thu Jul 29, 2004 11:01 pm
#3

*cheer*
TAfirehawk
Fri Jul 30, 2004 6:34 am
#4

Still the armor will stop all high-end PvP....


But all of these nerfs to CM are a GREAT sign





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Mild-Breeze-Trooper
Fri Jul 30, 2004 1:03 pm
#5






TAfirehawk wrote:

Still the armor will stop all high-end PvP....


But all of these nerfs to CM are a GREAT sign







Nah... actually it is a rather disheartening sign. It just proves that the development team hasn't learned anything from breaking Creature Handler and Commando and still will apply the fixes that are needed in much to thick a spread. Instead of balanceing CM (which, unless you are some venegance ridden coot who pines for other to be miserable because a CM poisoned you once, would be the smart option) the developers have included a way to powerfull resistance innocculation when all that was needed was a medium innoc and Area Cures.


So... Combat Medics are out of the loop (a few of the truly inane will keep clamoring for 75% nerfs but I hope even they will silence with time) and the next profession to be "fixed" sails up.


When it becomes the carbineers turn (we will be pretty safe for a while yet though) they will once more use a sledgehammer where a pair of pliers would do the trick... I just wonder how they propose to wreck Carbineer beyond recognition... increase our HAM-costs? Decrease our speed?




Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
TAfirehawk
Fri Jul 30, 2004 1:06 pm
#6






Zanholo wrote:





TAfirehawk wrote:

But all of these nerfs to CM are a GREAT sign





Ummmm I thought they are "fixes"....Both your quotes, not mine...








Some things are overpowered and need nerfing and some things are broken and need fixing.....a fine line but a very obvious one to avid players





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Fri Jul 30, 2004 1:07 pm
#7






Mild-Breeze-Trooper wrote:





TAfirehawk wrote:

Still the armor will stop all high-end PvP....


But all of these nerfs to CM are a GREAT sign







Nah... actually it is a rather disheartening sign. It just proves that the development team hasn't learned anything from breaking Creature Handler and Commando and still will apply the fixes that are needed in much to thick a spread. Instead of balanceing CM (which, unless you are some venegance ridden coot who pines for other to be miserable because a CM poisoned you once, would be the smart option) the developers have included a way to powerfull resistance innocculation when all that was needed was a medium innoc and Area Cures.


So... Combat Medics are out of the loop (a few of the truly inane will keep clamoring for 75% nerfs but I hope even they will silence with time) and the next profession to be "fixed" sails up.


When it becomes the carbineers turn (we will be pretty safe for a while yet though) they will once more use a sledgehammer where a pair of pliers would do the trick... I just wonder how they propose to wreck Carbineer beyond recognition... increase our HAM-costs? Decrease our speed?








This isn't LIVE so I don't know (you can't either) if this is too much or not enough. TC can not test this properly so we have to wait for the patch/publish to come to LIVE. Lets hope if it isn't balanced that it doesn't take 6 months for the Devs to tweak it....





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Weico
Fri Jul 30, 2004 1:35 pm
#8

Dev's are just once again applying duct tape to try and patch the situation, when the real way to fix this needed to be much more though out and involved. I think the thing that is also aggrivating CM's alot, is this 19m "radius" on these area cures. Anything with that type of "radius" to me falls into the catagory of ranged healing, which should always be CM territory, unless they wanna make docs start going up the ranged support tree as well.




I stand AFK in the village during my playtime, laughing at the people who can't come in....

Otegu123
Fri Jul 30, 2004 4:48 pm
#9






Weico wrote:

Dev's are just once again applying duct tape to try and patch the situation, when the real way to fix this needed to be much more though out and involved. I think the thing that is also aggrivating CM's alot, is this 19m "radius" on these area cures. Anything with that type of "radius" to me falls into the catagory of ranged healing, which should always be CM territory, unless they wanna make docs start going up the ranged support tree as well.






I see what you mean, but you can't have one profession hold the most powerful weapon ... and that SAME profession hold the only cure. That takes us back to square 1, whoever has the most CM's wins. I myself can't wait to go on a large scale raid and not have 1.5k mind ticks on me before i move 2yards






+| Otegu | +
+Teräs KäsiForcewielder +


Zanholo
Sat Jul 31, 2004 12:27 am
#10






TAfirehawk wrote:

But all of these nerfs to CM are a GREAT sign





Ummmm I thought they are "fixes"....Both your quotes, not mine...




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Ternque01
Sat Jul 31, 2004 9:05 am
#11

As much as I have personally clamored for balancing the CM class, which nearly all CM's on their boards will say is ALREADY balanced, the changes on Test Center make CM's hardly a threat at all.


Maybe if the best innoculations were 75-80% effective against the best poisons it would be balanced. The CM correspondant says that the best innoculations he could make were pretty close to 100% resisting very good poisons. Not that I put too much trust in those on the CM board, they have a large, colorful, and broad history of skewing numbers to make CM seem "perfectly" fine.


If the devs themselves could make and test these innoculations and go off their numbers i'd be pretty damn happy. Of course I only assume it's being done.


I don't want a CM nerf myself. I want a CM balance. The good thing is that with these doctor changes the CM phrase of advice to all of the "cryers" they b**** about... which is "get with doctors" will finally be advice that really means something. Before these changes doctors were very very ineffective at curing a large biological attacks, yet CM "claim" that doctors could do their jobs. Bull****.


Now doctors will be able to cure with some measure of effectiveness. I personally like the range on doctor area cures. The thing I do not like are near 100% innoculation successes.


I am very very very happy that my PvP won't be ruined time and time and time again by CM's when I make sure that i always have entertainer buffs, two shots of brandy, canape, muon, and doctors on teamspeak. With ALL of that preparation CM attacks were nearly uncounterable and that shows a HUGE inbalance in their power. We could deal with a single CM who didn't really know how to fight, but multiple, professional-level CM's used to tear any army completely apart.


Bring on the changes, but keep 'em smart.





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
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