Carbineer Archive
Thread: Carbineers getting some love?
In this message: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=932683#M932683
Thunderheart said: "... the next step in developing the combat system will address a lot of smaller issues. Things like Carbineer HAM costs and specials..."
-Raystonn
Ignore this. It is a mispost. Another thred with the same name has the actual post.
-Raystonn
Repost from another thread on this board my apologies but;
Concerning this post-------
Interesting but potentially decieving. The carbineer HAM costs he says will be addressed by their changes to the combat system. To paraphrase, the HAM costs of specials in this new system will regenerate faster and be somewhat separate from the HAM loss of damage taken. This special move HAM cost will however no longer be healable with stims.This may look like a fix for carbineers, and yes it will mean that over time we will be able to use more specials if you are not a medic hybrid of some sort. (How many carbineers aren't hybrid medics to deal with the HAM costs?). What will actually happen though is that the classes with low HAM costs will still spam specials much better than we do, in fact even more so because now we cant use stims to recover. The HAM cost of specials will be more critical than ever, and we will still be in the lurch. In this post he says that they are doing changes that affect all classes first, and until they are done with that and actually specifically begin to fix this class these changes will make the carbineer less strong relative to other similar classes. Meanwhile they will continue to add content based on classes that are much more potent: see the new Krayt Dragons...
If it's hard to grasp the concept think of it like this: It will take 25 seconds to regenerate from use of a special move. Carbineers will use 4 moves and have to recover for 15 seconds or so. Class 'B' will use 10 specials before depleting their pool, after which they will have a 5 second wait to begin the cycle again.
It's nice that they have noticed our problem but this post does not suggest any improvement to our class to me.
Yes me either, looks to me like things are going down hill. Almost since day one.
As far as this balancing act goes, I bet they fall flat on their face. I mean look at everything else -it's going to take a lot to undo this crap.
Carbineer/Doc/Expired
After reading his post, I think its a bit premature to say this will do no good. In all fairness, its still rather vague and theres a good chance the details of the implementation will change before it actually gets put in place.
From a functional standpoint, it almost sounds like a timer system.
Personally, I don't really see why they just dont create a seperate bar for special moves apart from health.
You can still have all the stats you have now, but why not have a single health bar and a "action" bar for specials such as heals, special moves, etc.
Let the secondary stats such as quickness etc affect the costs of the move from the general action pool.
Anyways, we really should wait a bit more until we hear some concrete stuff coming from test center on the details of the system.
Heya,
Apparently we now rate direct mention in SPIN CONTROL.
Thumbs up to everyone who has been working to raise awareness of our issues.
Its not the first time we have been told our issues will be addressed, andI hardly think it will be the last time either.
Something actually happening, some positive change... I will believe whenI see it.
Until then its all
Smoke and Mirrors