Carbineer Archive

Thread: We target action?

Kowo
Fri Sep 19, 2003 4:05 am
#1

It seems like the general idea of the carbineer is that its the proffession that can destroy the action pools out there, however I kinda fail to see where our action specials are..


Granted I'm not a master carbineer yet, but looking at the rest of the specials we get I don't see where our action special is gonna come.


What do we have that targets action.


Legshot (1-3): this is the action shot no doubt, but with the top notch style (being legshot 3) we have a 2.5x damage modifier and apparently a cone effect aswell (taken from combat change post).


Actionshot (1-2): this adds a nice slow bleed, but when it actually does damage aswell it seems very random.


Fullautoarea (1-2): haven't gotten around to check FAA2, but with FAA1 I find it to do random damage aswell, though this one seems to do action pool damage more than i.e fullautosingle does (which mostly does health).


I don't see where our other action pool specialsare? does this mean our action specials stop at novice and 1st box in our accuracy line?


I admitall the carbine specials do great damage to the action pool, but that is my own action pool and I was under the impression that we were gonna do great action pool damage to others. I'm just wondering if the special we don't get at master is one that does action damage (or maybewe should have one).


I just see this very often on various places on these boards: Pistoleerdoes health damage, Carbineer does action damage and rifleman does mind damage. Where it should be: Pistoleer does health damage, Carbineer does random damage and rifleman does mind damage.


I may be way off, but has anyone else noticedwhere our action specials are (that being those that does action damage toothers, hehe)




____________
Kowo A'mokk / Starsider
solth
Fri Sep 19, 2003 4:09 am
#2

Kowo,


I beleive that the idea was that carbineers targetted the action pool, however as you have noticed, beyond legshot3 and actionshot2 ( the 1st of which is broken, and the second not much use since the posture change nerf) we have no moves that guarantee an action hit.


Anybody else think that crippling shot or one of our other high damage moves should be an action tagetted attack ?




Solth Quickshot - Master LootMonger
Aubea -12 Point Master Chef
Ilall - 12 Point Master WS
cloakanddagger
Fri Sep 19, 2003 4:29 am
#3

Eryn GreyWolf


Gorath Galaxy


Carbineer/Pistoleer/Bounty Hunter



I do. In fact, in all my other rantings and ravings, I forgot to bring up the "action damage" deal. That was another reason I had initially decided to go into Carbineer---the ability to damage the action pool. Being a thinking man's combatant myself, I came up with various ways to work this to my advantage instead of hitting the obvious health pool like most others, and can't do it. Why? Because my "action damage" moves are random at best, ineffective at worst. Why am I using actionshot 2? Why do Carbineers not have an abundance of action damage moves? Same for rifleman, why do they not have an abundance of mind damage moves? Pistoleer gets their moves by default, as the pistol damages the health pool. If a player is going to take the time to go into a class as specialized to hit a certain pool as Carbineer and Rifleman are, give them more than two moves to do it. At least half the moves should be some type of pool-specific damage, to let the classes have various ways to implement their damage. As it stands, if I want to work the action pool angle, I hit actionshot followed by legshot like everbody else. Not that it matters because of my weapons anyway. HELP. Rid me of the Bounty Hunter ball and chain.




Patron Saint of Judgement - Eryn GreyWolf
Kaffis
Fri Sep 19, 2003 7:34 am
#4

Stuff I've heard kind of seems like pistoleers don't get a really phenominal targetted shot, either. So I don't bitch too much about legshot inadequacy.


My problem, though, is that there's very little strategic benefit to action damage. Health damage stack, everybody loves it. Mind damage is unhealable, it's pretty powerful. Action damage is healable, and harder to hit with random damage (60/30/10 or whatever), and so doesn't stack well.


I understand the design concept, however -- action damage is supposed to be a hindrance to your target performing specials. But the only special costs that have significantly higher action costs than health or mind (in the case of riflemen) are a few of the carbineer ones. If all weapons had their special's HAM modifiers such that the overall HAM cost didn't change, but the action portion of it was, say, 50% more than the higher of the health or mind, instead of roughly equal to whichever the other high one is, this might be an advantage -- toss an actionshot and people'd be wary of using moves, or come across a guy who's been too generous with his move useage and finish him off with a quick legshot.


As it is now, though, mind is the king of targetted damage -- unhealable, and incidentally the biggest per-shot damage, as well, mostly due to the weapons. Hello, 500 point PvP targeted shot.

ScottyLaForge
Sat Sep 20, 2003 5:06 am
#5

I'd rather have all Bleeds do less damage per tick, but have an encumberance effect on sub-stats(just like armor) while in effect. This would more acuratly represent the debilitating effects, rather than just a DoT.



______Ensign Scotty LaForge_____
______Master Combat Medic______
Field Surgeon (4422) | Carbineer (0020)
Kaffis
Sat Sep 20, 2003 1:40 pm
#6






ScottyLaForge wrote:
I'd rather have all Bleeds do less damage per tick, but have an encumberance effect on sub-stats(just like armor) while in effect. This would more acuratly represent the debilitating effects, rather than just a DoT.




Actually, if you engage in PvP combat, you'll find that bleeds have a very good chance to do nice chunks of secondary wounds to the affected stat group -- typically between 60-90 points of wounds, I think. Try it sometime.
Kaffis
Sat Sep 20, 2003 1:42 pm
#7






Karikaru wrote:

i wish burst shot always did action damage...we would be WAY more effective then IMO



it always sucks when solo'ing when you hit with burst for health, then action, then mind and it just takes forever to kill them. or crippling shot would be nice if it always hit leg hits or i wouldnt mind at all if legshot 3 did the same damage as legshot 2 if it also did like a 10% movement slow down on them






While I agree it would be nice, do you seriously think that making either of the two highest dps specials in the carbine profession targetted is a balanced idea? Slow effect on legshot3 is interesting, though.. 10% is probably too much, but something like 1% or 2% cumulative with a capwould be interesting.
Karikaru
Sun Sep 21, 2003 12:51 am
#8

i wish burst shot always did action damage...we would be WAY more effective then IMO



it always sucks when solo'ing when you hit with burst for health, then action, then mind and it just takes forever to kill them. or crippling shot would be nice if it always hit leg hits or i wouldnt mind at all if legshot 3 did the same damage as legshot 2 if it also did like a 10% movement slow down on them




Test Center: Tarryn -Fencer|CH
Jaques- Tailor|Merchant|Master Artisan
Chilastra-Tarryn Hailfire -Gimped Carbineer-
Leader of the Tuskens Bane Security Force
Kinsei
Sun Sep 21, 2003 11:53 am
#9

From what I have seen carbines are the weapons that do some action damage and does it in an area effect kind of thing. It would seem that the Devs have envisioned carbines as a multiple-enemy fighter. (but can not do so solo) Too bad all area effect attacks has a glaring glitch of neveractually doing damage toopponents that are not in combat. (yes, the combat window says they are being damaged but they're actually not)


-Leg Shot 3 is supposed to have a cone effect so that's multiple opponents. (currently broken - when /legshot3 is used your toon does /legshot2 instead - no cone effect, same skill name: Kneecap Shot)


-Action Shot 2 actually has a cone effect plus a posture change effect. (but there's also that glitch for enemies not in combat)


-Full Auto Area skill line are all about hitting multiple opponents with random damage. (again, area-effect glitch on initial attack)


-Charge Shot 2 is supposed to have an AE knockdown. Does it work? Nope. No knockdown, no area effect.


While yes we do seem to be the class that targets the action pool, we seem to be more the class that are focused on fighting multiple mobs at once. Which is impossible since we have tremendous HAM costs and the 30 second timer on posture change and knockdown. Having a weapon class being so focused on fighting multiple enemies at once but are not able to do so is a broken class.




* * *
- Slowly taking over the Universe, one profession at a time.
Former Musician, Dancer, Swordsman, Creature Handler, Combat Medic, Pistoleer, Bounty Hunter, Tailor, Architect, Rifleman, Pikeman, Fencer, Teras Kasi Artist, Image Designer, Carbineer, Smuggler, Doctor.

Currently a Spy.
Good bye, choices. We will miss you!

- "Don't feed the animals."
Karikaru
Sun Sep 21, 2003 2:19 pm
#10

well Kaffis, the riflemen have headshot, which seems to always hit for mind damage for insane amounts of damage, so why not let us do the same to leg shots



Test Center: Tarryn -Fencer|CH
Jaques- Tailor|Merchant|Master Artisan
Chilastra-Tarryn Hailfire -Gimped Carbineer-
Leader of the Tuskens Bane Security Force
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