Carbineer Archive

Thread: Carbineers you are not ignored.

atimes
Thu Sep 18, 2003 1:22 pm
#1


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=565036


Very long post from the combat designer. All combat classes are addressed including yours.


Enjoy.

Matatodos
Thu Sep 18, 2003 2:48 pm
#2

Ummm... ok that's great... they are addressing high ham costs and legshot 3. That still leaves the following unadressed problems...

Area attacks only damage the target on the first shot. They only do area damage after the other monsters have been aggro'd.

ActionShot 2 - There is some debate over whether it is supposed to hit multiple targets as it does. See problem with area attacks.

FullAutoSingle 1 - this is supposed to blind, stun and dizzy. Dizzy lasts for 0 seconds. Stun is broken. According to its description, it should cause 1 missed combat turn and lowered stats. I have tested this with a fellow carbineer and it does neither. Blind appears to have no effect on melee attacks, only ranged attacks.

Scatter shot - this appears to be working ok but the damage amounts do not show properly. All hits register as 1 damage.

Wild shot - this works as promised. It stuns the target. Problem is, as mentioned above, stun is broken. See problem with area attacks.

Cripple shot - this is an ok attack but I don't really see it as crippling. If blind,stun dizzy worked on fullautosingle 2, this would not be a very good attack. Maybe we can get it to do some massive wounds.

Burst shot 1 - what is this even for? Really? When you have fullAuto and cripple shot? Burst shot doesn't do more than either of those, so this is worthless.

Burst shot 2 - no better than burst shot 1.

Suppression fire 2 - doesn't work.

FullAutoArea 1 and 2 - same problems as FullAutoSingle. Blind, dizzy and stun are broken. See problem with area attacks.

Charge Shot 1 - this is actually bugged but in a positive way for us.

Charge Shot 2 - doesn't do group knockdown. Doesn't even knock down the target. See problem with area attacks.

We are the only fighting class that gets no new special at master. We have the lowest +speed modifiers of any class by far.


This is not love... this is "Hey carbineers!! We'll fix your legshot now shut the hell up!"



Matatodos Casador
Asmos
Thu Sep 18, 2003 3:00 pm
#3

just read it.. Its a start in the right direction. Remember thats alot of info for the Combat classes. Small steps in all are better than Large leeps in only 1 or 2. Doesn't through the game off to much.


The combo moves sound like.. If I use style A then B then C I'll get a greater effect on D if they all hit. Is this what I think I read?


I too think Crippleshot should do just that.. Cripple the person/mob to no end. Great Action damage with a high wounds chance or alot like Fireknockdown, where the target has awounds DOT too. When I think of a person being crippled I think of them in a wheel chair.




RedWolf
Rebel
Matatodos
Thu Sep 18, 2003 3:13 pm
#4

The problem is, all of the professions still have broken stuff, especially the carbineers. The skills need to be fixed before they start trying to add new stuff. By adding new things, that's just more to be broken, magnifies what is broken, and usually when something new is added they manage to break something old.



Matatodos Casador
AriasImmortal
Thu Sep 18, 2003 3:17 pm
#5

HAM costs are being fixed! YAY! but they forgot to adress all of our other problems, most prominently the elite carbine... oh well, we cant have everything



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

Ron_in
Thu Sep 18, 2003 3:47 pm
#6

tell me, if they are helping us why are they making pistol even faster? I guess it's even help for everyone. I don't care if the classes are really equal or not, so long asa they fulfill their description. And carbineer is nowhere near that right now
!



Cavalieri Neri naboo
HamandEggs
Thu Sep 18, 2003 4:43 pm
#7

Didnt expect much for us anyways.

ThrawnY
Thu Sep 18, 2003 4:53 pm
#8

I wished they gave us a new move or two upon reaching Master....like BH. Oh well....




---------------------------------------------------
Kalazar (Retired)
WoW, Achimonde
cloakanddagger
Thu Sep 18, 2003 5:03 pm
#9

Eryn GreyWolf


Gorath Galaxy


Carbineer/Pistoleer/Bounty Hunter


Matatodos is completely right. One thing at a time devs, one thing at a time. Skills first and foremost, because those are what we have to use to survive. Costs for HAM should be next, because I actually think that us Carbineers would mind them less if the specials worked like they're supposed to. Last but DEFINATELY not least, address these weapons. If a Commando can fire a 1000-3000 dmg Beam Cannon every 4 seconds or so, why would a Carbineer take up Carbineer to fire a weapon that shoots at the same speed or slower for a fraction of the damage? Tack on all the other handcaps, and it's time to pick a new class. Good luck and good hunting all, and I'll see you in the game.




Patron Saint of Judgement - Eryn GreyWolf
Valin_Horn
Thu Sep 18, 2003 5:17 pm
#10

Gah, I just want to not not stop for 5 seconds every time I switch to a new target.



Citizen of GATcity
GAT mini-god of blunt answers
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