Carbineer Archive

Thread: Carbineer and Other Ranged Professions

TheDarkTrumpet
Thu Mar 18, 2004 8:18 am
#1



Aluna wrote:
1. Could someone take a moment and explain the basic differences between Pistols/Carb/Rifle? For example, I know that the Rifle targets the mind pool and their specials draws from the Rifleman's mind pool. I also know that it works best at around 60m from the target. They are not accurate at close and medium range (I think).
I would just like to understand more about the ranged professions in relation to each other: range, specials, strengths, and weaknesses. Any help you can give would be greatly appreciated!
2. I have read a few mentions to the upcoming combat balance changes. Could someone give me a brief description of what this is going to mean overall in general (in layman's terms please!)
Thank you !





I can answer the first pretty easy.

-Pistoleers are intended to be fast, weaker single target shoots (in theory).
+Strengths
+Fast, easy to learn, pretty powerful guns. Nice defenses, the devs love them.
+Weakness
+Not the strongest hitting players out there, still powerful though.
Pistoleers hit in the health pool.

-Rifleman are intended to be snipers
+Strengths
+Very strong hitting.
+Does mind damage
+Weakness
+Single targets, generally slower (and should be much slower).
Rifleman hit the mind pool.

-Carbine is intended for crowd control and killing one's self with one's own shots.
+Strengths
+Nice crowd control shots.
+Can hit multiple targets easily.
+Weakness
+Sometimes shooting the entire group gets 3/4th of the group chasing after you.
+Extremely high HAM costs. We kill ourselves before our enemy can.
Carbine hits all pools, but really only the mind on some of the specials.

Hope that helps, I don't know abotu the combat changes.



Darkfas - Kauri Server - 0/4/4/0 Ranger, 3/0/2/4 BH, 0/4/0/0 CH
TDT - Kauri Server - Master Armorsmith, Master Doc
Fesrir Lightstar - Pikeman / Smuggler
TAfirehawk
Thu Mar 18, 2004 8:30 am
#2






TheDarkTrumpet wrote:


-Carbine is intended for crowd control and killing one's self with one's own shots.
+Extremely high HAM costs. We kill ourselves before our enemy can.







Got Buffs?





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TheDarkTrumpet
Thu Mar 18, 2004 8:39 am
#3

I hate having to be buffed like 4 times on a general day

I would rather less HAM costs instead of hunting for doctors all the time, lol...but you're right, buffs are the onlllllly way to go in this profession...unfortunately



Darkfas - Kauri Server - 0/4/4/0 Ranger, 3/0/2/4 BH, 0/4/0/0 CH
TDT - Kauri Server - Master Armorsmith, Master Doc
Fesrir Lightstar - Pikeman / Smuggler
mack53
Thu Mar 18, 2004 8:46 am
#4

I agree I hate getting buffed and they should lowerour ham costs. But even if they did lower are ham costs its hard to survive in the pvp world of star wars without buffs. I think the devs should get rid of buffs and food in a pvp, this way the person has to have some skill to survive in a fight.



"I am editing the movies, pray I dont edit them any further"- George Lucas
Cartouche
Thu Mar 18, 2004 9:19 am
#5

Our strengths:


- Specials with high damage modifiers.


- Ranged KD attacks.


- Area attacks (including KD and dizzy).


- Specials that hit two pools.


Our weaknesses:


- Relatively low speed.


- High HAM costs.


Personally, I rarely play more than 3 hours at a time, I've never had a problemfinding a Master Doctor in Coronet, and I can recoup a buff's cost by doing one mission on Lok, Dantooine or Dathomir. So I've been playing perma-buffed lately, and HAM costs havebecome a non-issue. Personally I wished they would nerf buffs to make the game more challenging, but as long as 2k+ buffs are available, we might as well use them and forget about HAM costs.


Cartouche





Cartouche
Aluna
Thu Mar 18, 2004 12:14 pm
#6


Thank you all for the excellent information! I have been trying to decide between the three to mix with my Doctor profession and it is all very confusing I would like to be fairly effective in both PvE and PvP though I could not give a whit about being the 'most powerful.'


Being able to enhance my attributes means that the high ham costs of the Carbineer would be negligible. This is why I orginally wanted to go with this because it kind of plays to the strength of a Doctor.


Rifle, on the other hand draws heavily from the mind pool and since I cannot enhance it this seems less attractive. Also, I heal from my mind pool and spamming specials with a Rifle might make me less effective (whereas spamming specials with a Carb would not, in theory, weaken me much as the health bar is buffed).


Pistoleer? I have no real basis for comparison. Targetting the health pool does not sound all of that attractive though.


1. In terms of relative effectiveness are they close to one another? In PvP, Rifles would be king (I suppose? I keep being told that) and where would Pistoleer/Carbineer fit? Almost as good, with Carbs edging out Pistols?


2. How about PvE, would Rifle take the lead against the other two as well? And then which would be more effective between Pistols and Carbs.


3. My big issue is that as a Doctor, I cannot mix combat professions to increase my combat effectiveness so I must choose a single combat profession that is inherently strong at most ranges in both PvE and PvP--to help protect my friends from the enemy People stack professions to make themselves more powerful (example: TKA with Rifle makes you strong close up and at range). Since I cannot do that I want to choose something that is useful PvE, PvP at all ranges. Any suggestions on the best choice?


Anyway, I know this is a lot to ask, but I appreciate the information so far!


Thank you!
nightwolf180
Thu Mar 18, 2004 12:25 pm
#7








Carbine hits all pools, but really only the mind on some of the specials.

Hope that helps, I don't know abotu the combat changes.





Carbine hits the Action pool, but has specials that can hit 2 pools at once. Most of its specials attack areas of creatures and they are pretty much weaker against single targets (if you use the single target attacks, unless scattershot 2 is still a single target attack). Its biggest strength is the area KD/Dizzy (Chargeshot2/fullautoarea2) which can lay many people flat down in 2 shots.


As for combat changes, from what I understand HAM costs will be quickly regeneratable (you lose 50 action for fireing a shot and you regain it almost instantly) The devs are TRYING to make a combat where you have to run and hide after you shoot your rounds like some old western movie.



----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
Aluna
Thu Mar 18, 2004 1:40 pm
#8


1. Could someone take a moment and explain the basic differences between Pistols/Carb/Rifle? For example, I know that the Rifle targets the mind pool and their specials draws from the Rifleman's mind pool. I also know that it works best at around 60m from the target. They are not accurate at close and medium range (I think).


I would just like to understand more about the ranged professions in relation to each other: range, specials, strengths, and weaknesses. Any help you can give would be greatly appreciated!


2. I have read a few mentions to the upcoming combat balance changes. Could someone give me a brief description of what this is going to mean overall in general (in layman's terms please!)


Thank you !
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