Carbineer Archive

Thread: Skill ideas.

Aram1
Mon Sep 22, 2003 1:01 am
#1

Currently some of our skills dont seem to be working, or just plain suck. So I propose the following changes.


Supression Fire 2 - Im actually not sure what this is supposed to do, but Ive heard that it doesnt work, and if it did it would just do more damage than Supression Fire 1, which is lame. Supression Fire 2 should be an area effect supression fire - and with a reduced timer(30 seconds makes skills worthless). That way you can open up and cause a whole group to take cover.


Wild Shot 1 & 2 - Worthless for two reasons. One is that stun is completly broken as far as Im concerned, and if you can prove it does anything, I'll take that back. I however have never seen any change or a combat round taken away, so I am under the impression it doesnt work. Reason two is that Legshot3 causes a stun, so why would anyone use Wild Shot 1? Wild Shot should do more than stunand stun should be fixed), maybe a blind/dizzy/whatever as well.


Burst Shot 1 & 2 - I actually think this is fine, except burst shot 2 should have a significant damage increase over burst shot 1 , which it doesnt currently.


Scatter Shot 1 & 2 - OK maybe its just me. Does anyone else find the idea of spreading damage across 3 bars.. well.. dumb? I dont see much use for this skill. Most people want to take out 1 bar specifically, as thats faster, hitting all 3 is worthless then. Maybe it should be an attack + warning shot, and Scatter Shot 2 should be an area attack and warning shot. It "scatters" whatever you are shooting at.


Criplling Shot - Ok this attack is actually good - except its the same thing as Burst Shot 1, but with a better damage modifier and more HAM use, but the difference isnt large enough I think. I think Crippling should be action only, and maybe have a slight damage decrease(to compensate for action only damage). They already stated Legshot3 is meant to be an area attack Legshot2 with a .5 damage increase, which isnt much. So we need Crippling shot to be our powerfull "specific" attack. Oh, also boost up the wound if you would. Flamethrowers can drop people to MAX wounds, Crippling Shot should maybe do something akin to that ( but not as strong ).


Charge Shot 1 & 2 - Charge Shot 1 is the worst attack I've ever seen. Seriously. Lets look at its flaws.


1 - You have to fire from a standing position, and there is no particular bonus for this restriction.


2 - You run *towards* your enemy, which is not where you generally want to be going.


3- It knocks an enemy down for about .2 seconds, and PC's can get immedialy back up. I usually can't get off even 1 shot before they are back up.


Therefore its a almost completly worthless knockdown, that has insane HAM costs. I think its only purpose is so you can die with a funny animation, charging to your doom. Please just make it knock someone down for a few seconds.


Charge Shot 2 doesnt work according to most reports. This would be nice if A) it worked and B) it knocked them down longer than a second like Charge Shot 1.


Action Shot 2 - Will some dev just tell us if this is supposed to be an area attack? Becasue the bleed only sticks on 1 target I have found, so all it does is aggro multiple mobs and kills you. Otherwise I have no problem with AS 1 & 2.


My final gripe is Master Carbineer - we are one of like 3 professions that gets jack at Master. How dissapointing is that? I'm sorry but some speed/accuracy mods, and assorted broken/useless( + 4 Carbine Aiming?!) mods dont entice me to become a Master Carbineer. Rifleman get a new skill.. Pistoleers get a new skill.. Bounty Hutners get 3, we get 0? Something. Give us a new gun, or a new skill. Maybe Full Auto Area 3, since we are really the "area attack profession".


SOJ
Mon Sep 22, 2003 7:03 am
#2

I have already mentioned ideas similar, however, it doesn't hurt to hear more. Ideas on what we could do with skills that we find useless (sup 2, burst 2) can help. I don't think everyone considers Scatter2 to be useless, but I know I don't really use it that often. And Wild Shot having Stun... well, Leg Shot and the Full Auto Attacks have it as well.
Aden_Nak
Mon Sep 22, 2003 9:54 am
#3

Personally, I think a lot of the Carbineer skills are good "in theory". That is to say, if they did what their skill descriptions said they did, I would be pretty happy with them. Sadly, so many skills are no longer as they appear, or never worked as intended, that this is not the case.

The truth is that "knockdowns" are only even useful to characters that have an incredibly fast rate of fire. Rifleman and Carbineers often LOSE TIME doing their Knockdowns because of how gimped Knockdown has become. It's a sham, I tell you. A SHAM!

And on a related note, far too many of our skills seem to have effects that are not intended or just plain not listed on the skill trees. Sometimes they are good. I know FullAutoSingle seems to cast either blind or stunned at very regular rates. However, that doesn't make up for the fact that so many of our Elite skills are WORSE than the ones that come before. It seriously encourages dabbling.

And we ABSOLUTELY need a better Master benefit. We are the ONLY COMBAT CLASS that gets no new ability or attack at Master. That's utterly unacceptable. And it also encourages heavy dabbling. As it is, I don't really see a reason to move above the third box in any give tree. There are just no advantages in doing so.

On the other hand, if our weapons had some sense of purpose or style, or, for that matter, if they were craftable in a "useful" state, we might be in a better spot than we are now, as well.



Esparta Crane
Ace Alliance Pilot


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