Carbineer Archive

Thread: Suggestion for Elite Carbine...

RykkkarathorRonin
Fri Nov 21, 2003 2:03 pm
#1

People really. It's SO easy to fix us.


Simply lower our ham costs, fix our special moves, and fix the Elite Carbine.


I can imagine that this last thing could be tricky. But I have thought up something quite simple (sorry if it's already been mentioned).


Simply give Elite Carbines Armor Piercing 2. That's all folks. The ham can be lowerd during experimintation on the thing, and the speed can be heavily increased with the right powerup...That's all...Why can't SoE just do that?


What do you guys think?

alioninwinter
Fri Nov 21, 2003 3:19 pm
#2

I agree that Carbineers require fixing as I am one too, I've also played other professions. The problems we are having are universal to SWG professions.


Although many fixes are easy to correct, some are much harder than they seem.


Fixing discriptions is easy, SOE will take a Dark Age to get around to it because it's a low prioirity (even though it would take 30 minutes).


Fixing the Elite Carbine is really a problem with the crafting system and resource system which will take months to rework. Any changes they make now would just be a bandaid, but bandaids uses incorrectly will cause wounds to heal slower. Changing the Elite Carbine to AP2 and/or increasing the dmg now *may* lead to their being left over possibly overpowered Elite Carbines in game later (much like the FWG5 & Scatter pistols - I make no claim of these weapons being over powered, this is SOE's metric I speak of). You may be thinking "How can the Elite Carbine be overpowered? It's hardly any better than any other carbine and sometimes worse!" First as the game stands, once an item is made it cannot be reversed or modifed, even in SOE's database (they don't do it) - which means whatever is made will stay in the game until decayed like the remaining FWG5s and scater pistols. So under your plan there will be AP2 Elites with higher dmg if they at some point down the line complete they system workover and bring Elites back to there they should be.


The reason why I mention the Crafting System and Resources is a weapon is measured against each other by SOE baed on a "Perfect" bases. Resources aren't "perfect", and the resources for most "Elite" weapons are uncommon spawns (in general) which aren't always good. For example a "Perfect" sling shot in SWG is say Spd 2.0 Dmg 100-200. But the resources for it have only showed up in game as 60%, so we haven't seen any better than Dmg 60-120, and this is gimped compared to the less Spit Ball because a "Perfect" Spit Ball is Spd 2.0Dmg 80-160, but it uses common resources that have spawned in-game at 95% making it Dmg 76-152. If we up the dmg of the Sling Shot to compensate in the Schematic to say 150-300 at 60% it would be 90-180 which is alright. Then a lucky 95% spawn of the rare resource happens and suddenly you have a 142.5-285 weapon which is overpowered.


To fix weapons / armor, the Crafting and Resources system needs to be fixed, not the weapon, that will break things later.


In the Combat System there is also the speed issue which I'm sure everyone knows about by now. But briefly, each point of Speed we get computes to a one percent increase in firing rate (ie Carbine Speed +50 = 50% faster). Problem is in this game they made it possible to get 100+% Speed. So all guns are "unbalanced" in certain hands. This system is bring reworked too, but SOE wants to put hard caps on speed (like the current 1.0 cap) on each weapon class (pistol, carbine, 1h, polearm, etc) which is a bad idea again... The solution people want is a system where the speed cap is based on your weapon (weapon being the actual individual gun you own) & your skill as to that exact time (seconds) your weapon is caped at based on a percent system that scales properly to a percentile cap. Yes, this means not everyone can fire at 1 second, but it also means some guns can have their damagebalaced to be higher now that SOE can rule out it firing at the same speed as a "faster, lower damage gun". Many post on it, this by far is the most important thing that can happen to fix weapons, Carbines included.


Our specials - believe it or not are "working as intended" by SOE. They just haven't changed the discriptions (ie ChargeShot2, heck almost all of them). Once again SOE is looking into reworking the entire "specials" system.


In the mean time the best fix is better communication from SOE to it's player base, and part of that is taking the few minutes it requires to edit a skill discription as it changes.




==================================================
Master Dragger, Drunken Friar
Gabriev
makalas
Sun Nov 23, 2003 7:58 am
#3








alioninwinter wrote:


Our specials - believe it or not are "working as intended" by SOE. They just haven't changed the discriptions (ie ChargeShot2, heck almost all of them). Once again SOE is looking into reworking the entire "specials" system.







chargeshot2 does NOT function. when using it you get an error msg in your combat spam and no knockdown effect (or any other effect for that matter). it does slightly more damage than chargeshot1 but absolutely nothing else. even if it wasnt broken, it is redundant (there are other specials that do 'nothing' for half the ham cost) and thoroughly retarded to add a special to the top combat xp skill box that does 'nothing' and gives you an error msg in chat.


if this is 'working as intended' then we all need to rethink our profession choice at the very least. personally im beginning to rethink how i allocate $15 of my income every month.




MachalaS EterA
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