Carbineer Archive

Thread: Proposition for weapon balancing

DarkclawX
Wed Sep 24, 2003 8:31 pm
#1

This is part of a larger thread I have going on the Weaponsmith board, and not all of it applies to the Carbineers in particular, but I figured I'd post here as well and get a more focused idea on input. The original thread in case you want to read it, is here: http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=14693


Warning, that thread is long, and the responses sometimes almost so.


Anyway, the Carbineer part.


Carbines- HAM Costs need to be looked at. Devs know about this, so it's not a listed issue unless it's particular to a specific model.


DH17 Snubnose- Alright, I understand the idea of this weapon, it's more like a shotgun, close ranged DH17, hence the lower ideal range. But by lowering the accuracy at that range as well, the advantages at closer range for the Snubnose are negated. Raise the ideal range modifier, lower the point blank to that of the DH17, and you now have a perfectly viable lower level alternative to the currently single choice DH17.


E11- Works pretty well as it is actually. The ranges are a bit on the low side for it's level, again, accuracy at this point is desired, where at higher levels it's not *quite* as important due to skill mods. The Armor piercing brings it in-line with the DH17. The HAM costs are high as well in comparison the the DH17 as well. Currently, the DH17 edges it out overall, the E11 needs to be nudged a little higher to gain it's "niche". Perhaps removing the named resource requirement and just making it require Iron would improve quality overall, and adding in a bit more range would make it a viable alternative.


EE3- The Damage Radius simply doesn't work. Fix that and you've just made a unique weapon immediately. Despite the lack of armor piercing, it's higher damage output and speed than the DXR6 make it about equivalent in general damage. The ranges again need to be looked at, seems to be a running thing with all carbines to have a +1-10 ideal range mod.


Elite- The only reason to make this weapon is to complete a Carbineers collection. The Laser does more damage at the same speed as an Elite, with the same HAM costs. Range is *slightly* in the Elite's favor toward close range. True, it has a better damage range in general than the Laser, but the worse armor piercing means that the bit of lacking it does have on the laser (average damage is 12 points higher on a laser than the Elite) gets widened when the AP values are taken into effect, moreso on a heavily armored target. The Elite needs something done with it to make it at least an alternative to the laser, if not a better weapon. If speed stays in line with the Laser like it is at current, damage output needs to be raised another30 average points. Making this weapon around 140-240 damage with current good materials would cause it to be a better weapon than the laser against AP1 and 0 opponents, and the Laser being better against more heavily armored opponents, making the Elite another viable alternative/situational weapon.




So... Comments?

Aram1
Wed Sep 24, 2003 9:36 pm
#2

I think the Elite is actually a decent gun, except that what materials are required for it tend to spawn crappily. It has the highest minamum damage of any carbine, and seems to have nice range mods, which would make it decently nice.


This leads to another odd thing - they removed the speicif resource requirements for commando weapons, yet they keep them for all the top tieir rifleman/pistoleer/carbineer weapons. Why? This creates an imbalanced sitation where a weaponsmith can take his pick of resources to make a Flamethrower for example, and thus get much higher quality, while the rest of us are forced to use guns that can ONLY be made with a rare material, and if it tends to suck(which it seems to) the guns suck.


I think they should go ahead and remove all specific resource requirements, or go put them all back in. Makes no sense that commandos should have the benefit of extremely well made guns, while the rest of us are forced to use guns that require specific resources.

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