Carbineer Archive

Thread: ** Carbineer Gated ** -- Crafted Carbines Very Bugged !!

Volatris
Tue Jul 08, 2003 8:21 am
#1

The thread on the Discussion forum garnered a large response:


htt://forums.station.sony.com/swg/board/message?board.id=Development&message.id=54647


Lots of confirmations and explanations of this horrible bug there.




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
RoboRoidMaster
Tue Jul 08, 2003 11:01 am
#2

Okay, well, here's my opinion, though everyone will think it's wrong.


If there are actions which are deemed SPECIAL, which have extra-ordinary damage and target specific pools, then shouldn't they be used at SPECIAL times? How special would an attack be if you could spam it seventeen times in your queue and suffer no effect from it. That's why base damage is better, so you don't have to spam specials all the time and kill your HAM bar, am I wrong?


AM I WRONG?

Volatris
Tue Jul 08, 2003 12:32 pm
#3

After spending this evening on Naritus with Mortis, a Master Weaponsmith, who also constucted the 2nd PA hall in the game, who uses the very best materials, and who has great knowledge of crafting, it is obvious that crafted carbines are horribly bugged, and thus Carbineer is effectively *gated*.


No carbines above a CDEF can be made without *extreme* special costs. The best available on Naritus is an E11 carbine that does 40-96 damage, with 39 action cost. Using just ActionShot1 and Legshot2 as a Novice Carbineer, I am all out of Action pool after four or five fights. (This is with maxed action stats, all three of them). I can kill about 25 of the same mobs using the same specials with my CDEF before needing any rest. While I can kill them slightly faster with the E11, in the long run, I use my CDEF. At Novice Carbineer. With tens of thousands of credits to spend, and a Master Weaponsmith available: a CDEF. Its ridiculous.


The Laser Carbine that Mortis crafted for me, the highest damage weapon currently on the server, has the exact same problem. I can do 1070 damage with it with FullAuto2, but it does 266 damage to me in action and health. Great for impressing newbies, but worthless. I choose my CDEF over this 10,000 credit, top-on-the-server weapon.


Mortis says the problem lies in the stocks: they are bugged and he was unable to create a stock with less than 23 special cost. Thats before even thinking about putting it into a weapon. He is using very high quality wood. He spent every experimentation point he could as a Master Weaponsmith on reducing special cost... still... my CDEF is better.


So you might say, stop using special moves if they cost so much! Well then what am I left with? A weak attack that does random pool damage? With my CDEF I can use FullAuto2 and do more damage to those same random pools, with almost no HAM costs, and it fires much faster.


Rifles and Pistols do not have this issue. They can use the best weapons a Master Weaponsmith can make, and spam their Bodyshots all day and not have an issue with needing to recharge 1000 points of action after every 4 fights (or one if I use my laser carbine )


Until this issue gets corrected with carbines, Carbineer is gated. We were rare enough as is, since there's no reason to choose Carbine over Pistol, but now its almost impossible to get XP since we're stuck with CDEFs while everyone else is using Tier 3 weaponry.


The devs have said that gated professions were a top priority.. and I hope they remedy carbines soon.


- Vol
Novice Carbineer, Soon-to-be Squad Leader
Naritus Server




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
Umbrae
Tue Jul 08, 2003 12:49 pm
#4

I myself am using 2 carbines. I use a well crafted CDEF carbine with a max of 9 to any HAM cost (don't rember exacts), 38-57dmg, and a snub nose DH17 with 48-112dmg and lowest HAM of 47!


If I use the DH17 each action shot I use, I might as well be getting hit. I cannot kill one white with just my DH17, I run out of action points, even if I do not get hit. So normaly I just load the DH17, use 2 well aimed shots, that will normaly agro the mob, I switch to my DCEF, threaten it untill it runs, switch to DH17, and blast it generaly. some times I realy wonder which is faster, that or just using my CDEF totaly and threaten / leg 2 just to take away from one pool.

Volatris
Tue Jul 08, 2003 12:54 pm
#5

Well, on the plus side, I can now one-shot kill anything with less than 1000 HP.... *sigh*


If I sit for 30 seconds after I take one shot!




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
PDM999
Wed Jul 09, 2003 12:49 am
#6

RoboRoidMaster, you'd be right except for three things: 1) Pistols and Rifles are not suffering this, 2) "specials" really aren't so special that they're worth the huge costs, and 3) its very inefficient to fight mobs using just normal shots since damage is lower and it hits random pools.


Its great that I can use my DH17 carbine and do a leg shot for twice the damage I can with a CDEF, its just a shame that by the time the target reaches me I'm half-dead and he hasn't even attacked yet! The costs are out of whack with the returns.

KolosOnline
Wed Jul 09, 2003 12:52 am
#7

That was my thought exactly. A special move is a special move and it should not be used all the time.


That means Carbines are working perfectly and that it is the Pistols and Rifles that need to be nailed for their specials forcing them sit and wait regenerating the Health and Mind pools respectively.


Clyde Kolos - Kettemoor - Mos Espa, Tatooine




-Clyde Kolos
Volatris
Wed Jul 09, 2003 12:54 am
#8

If you guys didn't read the copy of this thread in the Discussion forum I posted the link to, this issue has been verified by multiple weaponcrafters. Experimentation on special costs is bugged as well as Stocks being bugged as well.


Taurin and Vass both replied individually to PMs I sent them about this.They said they were sending the issue to the developers responsible immediately, and that it would be looked at quickly.


So yes, its a known bug, and its being looked at with high priority.


If you want more details and facts about carbines and specials, read the Discussion forum thread linked above.


- Vol




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
RoboRoidMaster
Wed Jul 09, 2003 6:31 am
#9

Well, after acquiring a DH17 from a weaponsmith I know personally in-game, I decided to try this out. And it turns out I was completely wrong. It was almost more difficult to take out a lair than it has ever been. The reason for this, I discovered, is because my HAM was completely fried. My action pool was destroyed, but it wasn't because of the monsters. Now I understand what everyone was saying and this is terribly screwed up.
Randomness
Wed Jul 09, 2003 10:54 am
#10

I was so gunned to get myself the DH17 carbine I went and blew way more than I wanted to because I needed it right now. Then I went out hunting and realized that HOLY CRAP my health point are all gone. It was a lucky thing that I had my CDEF carbine because The tuskens didn't have to get very close to take me out all it took was a lucky bosy hit and I was a gonner. The only thing the DH17 is good for right now is single shot take downs of blue mobs for bone and hides.



Boy I hope they get around to fixing the carbine if not I am moving to the pistol or rifle.




Randomness
HeDrums
Wed Jul 09, 2003 4:35 pm
#11

Did this get fixed in today's patch?
johncarter
Wed Jul 09, 2003 8:10 pm
#12

No as usual they fixed minor bug/exploits.


Instead of horrible gameplay imbalances. Getting theme parks to work. etc........

HeDrums
Thu Jul 10, 2003 9:26 am
#13

At least they think they fixed the no-inventory-after-death bug.


I agree, though. WAAAY to much energy goes into the niggly crap, and not nearly enough into fixing stuff like this.

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