Carbineer Archive
Thread: A problem with carbine balance, and why the BH mods shouldn't stack
Here it is.
I used bounty carbine 3 for a long time to compliment my carbineer skills.
When I got master carbineer, I surrendered bounty hunter all together.
Now, here's the problem.
WITH bounty hunter, the carbine is *too strong*. the amount of damage you can dish out with the two things combined is absurd.
WITHOUT bounty hunter, it's *too weak*. master carbineer gets beat by a non master pistoleer with stopping shot.
What needs done is the bounty carbine mods need to be made so they DON'T STACK. call them "bounty carbine speed +10" or something so they don't stack. THEN, give the carbineer tree more mods and ham tweaks and whatever other fixes (such as specials) that is needed.
a lot of people get the perception that carbine is too strong (myself included) or just fine because they witnessed bounty carbine mods. carbineer by itself, even at master, is pretty weak.
BH Carbine line has strong specials, but the drawback is there are: no bonuses to accuracy while moving, no AOE attacks, and no resists. BH is strong but it's all offense. Master BH has +7 against ranged attack. Anyway, I've been on both sides of BH, fighting them and fighting as one, and there are pros and cons either way. I've heard some people say master marksman / carbine can get to the speed cap, but other people say you have to have bh carbine 1 / master carbineer to do it. Not sure really. Personally I'm grabbing novice carbineer and legshot 3. So many times I just want to hit the action pool and since I won't have fanshot anymore, I guess I'll have to grab legshot3. Um, the legshots only hit action, right? I'm pretty sure they do...
Anyway, carbines are a lot of fun after being master pistoleer. After BH I'll probably go for Master Rifleman, though, since I'll have my fill of carbines at that point. Also learned that it's best to use the DH17 for KDs and switch back to the laser for damage.
-- Ypi