Carbineer Archive
Thread: Fellow Carbineers: Do we have any balancing issues that need addressing?
After the launch shenanigans calm down, the devs will be referring to these boards to review any balancing issues with each profession. It might be wise to begin establish a list of current issues, suggestions and requests. Its important to remember that lobbying for changes and balances to your favorite game system is something that should be done professionally and patiently.
That said, I played a Carbineer/Squad Leader in Beta, and can't say I really had much complaints about Carbineer. Once you get FullAuto going, you can do serious damage, but it can be very pool-intensive. I like the various crowd-control style specials as well. And FullAutoArea is just too much fun andI got myself in too much trouble with it! ![]()
So, are there any outstanding issues with XP, balancing, new skills, or anything else that might be fair and appropriate to address with Carbineer?
Remember, if we don't speak up, they'll assume we're happy and move onto other professions! (Like giving Pistoleers even more power!
)
- Vol
Once and Future Squad Leader
Naritus Server
My only concern with the Carbineer is the lack of Defensive bonuses..
All the other range/melee get them. Well except for Hybrids
A Master Carbineer gets these cumulative defensive bonuses:
- Defense Vs. Knockdown +15
- Defense Vs. Intimidate +15
- Ranged Defense +5
- Counterattack +20
A Master Pistoleer gets these cumulative defensive bonuses:
- Dodge +30
- Defense Vs. Stun +30
- Defense Vs. Blind +20
- Defense Vs. Dizzy +20
- Defense Vs. Posture Change (Down) +20
- Defense Vs. Knockdown +30
- Melee Defense +13
- Ranged Defense +5
A Master Rifleman gets these cumulative defensive bonuses:
- Cover +80
- Block +20
- Defensve Vs. Posture Change (Down) +30
- Defense Vs. Stun +10
- Defense Vs. Blind +10
- Defense Vs. Dizzy +10
- Melee Defense +20
- Ranged Defense +13
- Rifle Crawl Speed +20
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Yes, I would have to agree this is not a balanced distribution. Carbineer is clearly lacking in defense, and I don't see what they would have to offset this in terms of power/bonuses.
Don't you think that since we get enough combat bonuses, that we should have to pay for them with a little less combat defensiveness?
FullAuto2 used to eat me alive with a well-made DH17 in Beta...
Had to use BurstShot instead to prevent so much pool use from specials.
- Vol
I completely agree with Vol on Full Auto. I was a pistoleer in the beta. My good friend who played along with me was a carbineer.
At first I out damaged him over time by a bunch. Then they nerfed pistol specials speed. My friend started outdamaging me by a bunch but I noticed that his Full Auto Single 2 would take away chunks of his action. Although he did out-damage me, his damage was spread thin through the different HAM bars while mine were focused on Health. But he was clearly losing tons of action. Most of the time if he got incapped it was because he used too much Full Auto and then something blew on him to finish him off.
On the other hand, Body Shots, Eye Shots and Pistol Whips are relatively are relatively cheap. In PVE Melee Defense 1 vs Full Auto. Melee Defense wins hands down. I could use Pistol Whip to my heart's content while in 10 full autos..900 action is drained. I'm not experienced in carbine skills myself, other than Underhand Shot. I had a well made carbine andyet it drained me likeI couldn't believe.
I'm currently using a CDEF carbine and Full Auto Single 1 and I notice my action going down pretty well. It's not too harsh.. it should be what Full Auto Single 2 should be draining at. If I use Body Shot 2.. I don't get anywhere near as bad drain and I kill quicker. Carbine action drain needs to be looked at. This is with max quickness as a human.
Also.. I don't think carbineer's need all those skills. I know a few skills could be dropped and in change some defenses. Why on Earth would you not want to be a Pistoleer? Good damage, fast, low drain and the best defenses (Dodge, Knockdown and Dizzy defenses).
I know the BH Carbine skills are like "godly" but not everyone is dedicated to be a BH. Carbineers shouldn't lack defense that badly. I would really like to see a reason to go the Carbineer path over the Pistoleer path without the words "Bounty Hunter" being mentioned.
Oh yeah, thats an excellent point that should be made clear: If you're going to use carbines, max your action Cost and Regen stats (Quickness and Stamina).
I agree that right now its downright stupid to use carbines instead of pistols. However, for some equally stupid reason, I believe carbines will someday get balanced, and hence I use them ![]()
- Vol.
I would like to mention, though, that carbine do have some nice bonuses on them. Like their armor rating. The only "armor rating 1" pistol weapon that I could find was the SR Combat Pistol.
The DXR6 (acid dmg), E11 Carbine, Elite Carbine, and Laser carbine (armor rating 2) are all nice carbines that have 1 or higher armor rating. I eventually plan on wielding a DXR6 Carbine for the acid damage and 1 Armor rating, which means I will do normal damage to average monsters and player crafted armor.
I think it would really balance things out to give Carbineers a high counterattack ability (like 50% base) where they will fire back at the target that fired on them, without losing any combat turns.
Ialways picture Carbineers as being the machine gun wielding grunts on the battlefield shooting at everything in sight. If you fire at someone that has the ability to fire a full auto weapon, you deserve to be shot at almost instantly in my opinion.
Granted, they can make the counterattackshave a much lower chance of hitting, but being able to fire back at anything that attacks us any time we're hit would be a big advantage and wouldn't require a million different stat changes and balancing.