Carbineer Archive

Thread: Carbineer: Remembering the Past, Enduring the Present, and Envisioning a Brighter Future

Opie76
Thu May 26, 2005 10:57 pm
#1





I have played as a carbineer as far back as i can remember. I think it was Late July of 03' that i became anovice carbineer. Along the way I mastered it twice and have no plans on dropping it do to my personal stubborness. I thought I'd take a minute to reflect on where we came from, where we are , and where I'd like to see the carbineer profession in the future.



Past


Our Specials


What made Carbineer Special: I think it was the state changing abilities that made us special. Also the fact, that although redundant at times, most of our specials seemed to have a purpose. I feel it was this time period where we truely exceled as a crowd control expert.



  • Wild Shot 1,2: Guarenteed Stun

  • Action Shot 1,2: Was a good bleed for a while until bleeds were nerfed. Even after that change i liked it as AoE action attack.

  • Full Auto Single 2: Chance to apply Stun, Blind , and evenutally after some pressing by Nova, Dizzy

  • Full Auto Area 1, 2 : Great Area attack, moderate dmg, with states applied.

  • Charge Shot 1, 2: Single and and multi KD abilities

  • Supression Fire 2:Good for posture changing

  • Legshot 2,3: Leg shot 2 was decent for leveling, and legshot 3 never worked properly.

  • Scatter Shot 1,2: Great at hitting all 3 HAM pools.


You really dont appreciate the abilities that we had until they are gone. Granted I was never uber in one-on-one pvp, except maybe when i picked up BH. When i pvp'd I usually did it in groups and i used the area attacks to my fullest extent. In PVE as a speed capped carbineer I would outdamage most every other professionwhileexcept Jedi. I could hold my own against just about any creature solo, except the likes of krayts and kimagilas, or NS elders.


Our Weaknesses


1. We lacked stun as a damage type and therefore hard to battle through 90% composite armor on a daily basis.

2. Without being buffed you might as well forget about playing

3. Lack of Weapon Diversity

4. Some specials were redundant and thus a waste of skill points

5. Defenses were lacking



My Favorite Moment as a carbineer in the past: Using my unlimited chargeshot to win my guild's PVP tourney. Broken or not, it made us viable in groups and pvp.



Now onto the present situation before us, the well disputed Combat Upgrade Era.


PVP in general has changed for the better, yet carbineer seems lacking when compared to the other professions. In PVE I still do pretty well, and when combined with other template I'm now able to solo things I never did Pre-CU.



Our Specials


This is where I feel we have lost distinction. We are supposed to be good as crowd control. However we really dont have the tools right now to warrant that status. There is nothing in our skill tree that stands out and says to me "These are the skills that define A crowd control expert"



  • Legshot: Our best Ability hands down. Highest damage dealer. No complaints here.

  • Charge Shot: Very reliable ranged knockdown.

  • Crippling Shot: Good snare , but could use some improvment.

  • Advanced Rapid Fire: The damage modifer seems weak for a master level skill.

  • Full Auto Area: Good damage area attack.

  • Supression Fire: Broken, need i say more.

  • Scatter Shot: Seems like a waste of a special, as there is nothing special about it. Moderate damage.


Our weaknesses countered


1. Stun damage is done away withand the way armor protects hase been changed, all for the better.

2. No Need to get buffed, unless you want that extra edge. Another good change.

3. There are alot of new carbines, not all usable in the carbineer tree, but you can always dabble to get the certs.

4. Not fully answered

5. We definetely got a boost in the defense department. Not complaints here either.



A Vision For Carbineer In the Future


In the future carbineers will have a more established role in group pvp/pve and other encounters. To meet this goal several things need to change. We need to have some distinction put back into this profession. We have lost out ability to control our targets with state attacks. We have lost most of our ability to control our targets with with area attacks. So therefore I would envision, and hope some of the following changes happen to make playing a carbineer the most enjoyable it can be.



Specials that need modifcation or added to game



  • Advanced Crippling Shot: An moderate damage AoE shot which can snare multiple opponents for 20sec.


  • Advanced Charge Shot: A high damage AoE ranged knockdown


  • Supression Fire: Make this ability a functioning root. Im not sure what a fair timer would be. Maybe 15-20 sec. Cool Down should be at least 30 sec.


  • Advanced Rapid Fire: If im not mistaken isnt this ability only supposed to work with "FUll Auto" capable weapons. Please define this for us. Also make this damage modifier similar to leg shot with random capability apply new "Supressed State". Under this state a target would be so supressed by the barrage of blaster bolts that they go prone. The target can still fire specials, but cannot get up from this prone postition for 10 seconds. There would be a timer applied so somoene couldnt just keep chain - suppressing them with this special.


  • Advanced/Improved Scatter Shot: GIve this ability some meaning instead of just being another useless moderate damage special. What i propose is that this special have the ability to disprese a mob of creatures or NPC's that might be attacking your group mates. This ability would be an AoE shot that causes all the mobs to temporarily run in the opposite direction of your radius of attack. A second attack on the same creature would yield no benefit as they have become immune. This special is open to debate. This is something i just came up with on the fly , and would only really be good in PVE. In PVP im not sure what special effect it should have. How about a friendly fire ability? One that can be used to counter a snare that has been applied to a teamate. THe dmg down to the teamate would be minimal, but it would break the snare. The person would have to manually click on the person then choose the ability as tabbing would not work.



All of these suggestions are here for our community to consider, modify, or reject. Feelfree to comment on anything i posted that might seem out ofbalance or not characterized with how you envision acarbineer. For all of its flaws, im still out there knocking down and killing the enemy just as I was before the combat upgrade. It just seems there is too much blending of specials and purpose for each profession , and in the shuffle carbineer lost its distinction. Hopefully we see some postitive changes in the near future.




Ho'mer(Retired Master Carbineer/Current Force monkey-CM)

Hom'er(Master Carbineer/Master Doctor/Novice Pistoleer)

Avenir (BE/CHEF)


Message Edited by Opie76 on 05-26-2005 11:54 PM

Finkstar
Thu May 26, 2005 11:35 pm
#2

Well said. I, too, have been a carbineer since the beginning. I remember some fun times back in August '03 when me and my friend would go overt and run around Bestine while killing imperials in one hit with Crippling shot and not wearing any armor at all. After the PvP damage reduction came in, it became harder but we still did well. But then came the times of defense stacking and 90% protection composite armor. At that point my character had become completely useless for PvP, even though I had dabbled in BH carbine 4.


I have used /respec to trade master carbineer for master rifleman, and so far that has made PvP a bit better for me. But I would really like to have a good reason to go back to carbineer.



-Finno Josan
Carbineer of Bria
JanuHull
Fri May 27, 2005 7:51 am
#3

Having been back for a couple weeks now, and having been pretty hardcore on both PvP and PvE, I've seen a lot of the new strengths and weaknesses in the profession.


In fast moving battles, we're pretty awesome for fire support. Especially where range varies dramatically. When we're not the primary targets, we do a great deal of damage in support of a group by sticking back and laying on the area effect damage.


In static position combat, like base defenses, we're somewhat gimped by the lack of range, even moreso against Riflemen with a pair of those ranged arms (who the f*ck thought THAT was a bright idea?). When the stuff hits the fan and the attackers move in for the kill, then we're back in the game by slowing or stopping the advance of key members of the enemy's attack force. Its these situations where I miss having an AoE KD attack.


In PvE, we serve the group well with KD and Snare attacks which not only save our own ass from unwanted aggros, but can buy time for our teammates to escape.


Overall, its better, not perfect, but I'll take what I've got and hold the line patiently while the rest catches up.




Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

-Snipe
Sun May 29, 2005 9:26 am
#4

I have been a carbineer for over a year and personally i love what has happened to the profession unlike preCU when carbineer was worthless in pvp .. i love how im able to go overt head to theed and sneak up take out 3 imps and pull back before the jedis coem and gank me .. the only dislike that bothers me is how quickly my action drains but no one in this game can be invincible
Ayami-Ayami
Sun May 29, 2005 9:39 am
#5

i was also i carbineer earily, auguest 03, mastered it may of 04, never droped a single box from it and NEVER will



~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Ayami - MCH since september '03 and until NGE.
The removal of CH and the NGE in general is the dumbest thing a company has ever done. period.
CH deserves to stay, and SOE deserves to be *#&$^#*@ until they are #*&$& and then *#&$ some more!
LONG LIVE THE CREATURE HANDLERS!!!

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
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