Carbineer Archive
Thread: Here is one of the biggest problems with carbines.
I believe carbines, as they are currently implemented in the game have 3 fundamental problems: very high HAM costs, broken or useless specials and weapon crafting. The first 2 issues have ben discussedto death on this forum so I will pass those by. However, the last one, weapon crafting, is a new one (or newly identified) and I think it deserves attention. (Please note that the BH carbineline has the exact same problems). Lately, I have noticed on my server pistols showing up with damage rivaling carbines yet having pistol speeds. Having discussed this with weaponsmiths there are 2 reasons for this:
#1 Carbines require multiple components yet only get the bonuses from 1 of them. See this excellent and ongoing discussion from a weaponsmith:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=585198
#2 Carbines require multiple IDENTICAL components making them difficult to make from "loot-only" parts such as Krayt tissue and high-speed feeders, etc. Getting one of these loot-only parts is pointless with respect to carbines...you need to get many and they need identical serial numbers. This is an unfair challenge to carbine users.
Both of these issues are fundamental problems to our class yet indirectly since theyinvovl This is why elite carbines are weak yet hard to craft. This is why pistols are getting carbine damage yet we are not getting "advanced" weapons. If this were addressed and our weapons did the damage they were supposed to (they are slower than pistols, they should do more damage) our class would be far less broken than it is now.
We need to be vocal about these issues so that the Devs can address the crafting issues that are gimping our class. If pistol-users get access to advanced weapons, its only fair that carbines get them as well. Lend your voice of support to this issue. Making noise is the only way to get change!
As a new-ish Carbineer and a continually suffering Rifleman, I have talked to many of my Weaponsmith friends about this issue. They have told me flat out that Pistols are unfathomably easier to craft than the other weapon types, from the number of components needed to the available resources to craft them from.
I am utterly agahst at how embarrassing most of the Carbines in this game are. They are supposed to be the real-world analog of sub-machine guns and combat shotguns. Instead they are (mostly) like sad relics of a bygone era. The Laser Carbine really is the only realistic choice for a weapon, and much like the Laser Rifle the minimum damage is tragicly low. I accept that about the "Laser" weapons, that seems to be their place in the grand scheme of weaponry.
But some of the other weapons need a change. The EE-3 need radius to work, and needs to get a serious pop. It's a shotgun. It should fire like one. Right now it fires more like a potato gun. Boba Fett would never have used such a lame weapon. It's his signature weapon. There's a picture of an EE-3 on the main SWG page. Fix it!
I was also hoping for considerably more from the DX6. It's a disruptor rifle (okay, carbine in this case). It reorganizes matter at the molecular level, terminating the subject in question. And yet it gets schooled by the Laser Carbine as well.
I haven't had a chance (or the desire) to buy an Elite Carbine (what a great name), so I can't comment on it right now. I will say that the stats look duly unimpressive.
Now, some of this has to do with the values and the settings on these guns. But some of it also has to do with the fact that our Weaponsmiths are unable to MAKE these guns consistantly, and with any serious degree of quality. I'm not blaming them. Rather, I am right behind them on this issue. Go hang out on the Weaponsmith Forum for a little bit and you'll notice that they are distinctly aware of this problem as well.
It hurts them. It hurts us. It hurts many other fighting classes. *sigh*
/agree
Although u can get 430 max damage out of a slice laser with damage powerup. I however agree totally with this discussion
Check out this post:
http://forums.station.sony.com/swg/board/message?board.id=Wanderhome&message.id=28525
Advanced FWG5s are now hitting 400+ damage...with 1.8 reload.
i agree, we need better weapons although they are getting nicer. i have sliced laser with power up that does 460 max dam, 3.5 sp., crippling shot has hit for 3600 before, i use a dh17 snubnose for pistol battles it is 1.7 sp. 230 dam sliced and coupler, use have an ee3 2.9 sp 260 dam sliced and powerup.
but we do need these still fixed, cause pistols are right there and faster, don't give us all the defenses pistols get , but give us a 1 up on em in something( i mean they have different proffesions for a reason). Start with weopons crafting andmake are knock downs , bleed 2, scatter shot and area shot's and evrything else broken work correctly with good damage. carbineers are assaulters , make us feel like it.
I will stick with the skill, but this needs desperately fixed, give the galaxies there diversety.
X clan
Kauri
master combat medic, novice carbineer 1,3,1,2 (still levelin)lol
hindy19 wrote:/agree
Although u can get 430 max damage out of a slice laser with damage powerup. I however agree totally with this discussion
The laser carbine, an early certification with a horrible mininum damage, should not be the perfered/best carbine. I've been using a fairly well experimented elite carbine and it is only marginaly better than a laser carbine as far as damage goes (having a decent minimum damage seems to make a diference for me) but the HAM costs for specials are brutal with the elite.