Carbineer Archive
Thread: Carbineers you are not ignored.
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.
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!"
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.
!
I wished they gave us a new move or two upon reaching Master....like BH. Oh well....
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.