Carbineer Archive
Thread: Another patch No help
Okay, I noticed in the notes.. they lowered move costs for unarmed..WHAT ABOUT THE CARBINEERS.. **edit**, just freaking change the move cost multipliers... I mean for the love of all that is good an holy Commandos can kill us in one shot.. and it hardly takes any other their ham.. BH's can spam eye shot.. PVP stinks with a carbineer.. I feel like a prom date.... always laying flat on my back (and I am a master carbineer)
just my 2 cents. (that post about them fixing us was obviosly just a way to make us shut up for a while..)
-Sok
Yeah, the only real carbinee mastersare those who have the BH carbineer tree.
The further up the carbineer tree I get the less and less impressed I am with this profession
In my opinion and the assumtions I had made when chosing this profession is that the dedication to one single weapon would yield a more powerful character
I have absolutely no chance whatsoever against a Bounty Hunter, Commando, or Creature handler(does anyone? but thats another beef alltogther)
Novice commandos that have spent less skill points on combat skills are more powerful than a character who has spent more skill points on Carbineerskills, this is a huge problem!
"The further up the carbineer tree I get the less and less impressed I am with this profession"
I think i spoiled myself mastering TK with my very first character. They may start weak but they actually do more damage as they progress (+x to unarmed **damage** as well as accuracy in a lot of boxes) as well as getting new specials and abilities.
Since then I have been working on a swordsman and a carbineer. Both don't seem to have the same kind of progression as TK. Sure, you get more powerful specials but you just don't do anymore damage than you did at marksman levels with the same weapon unstyled/styled. You just get accuracy and speed mods. I really wish every profession had low damage to start and built + damage into the skill tress so you get more powerful as you progress.
This might be part of why getting master carbineer is (relatively speaking) unfulfilling. Lot of the higher specials don't really work - legshot3, chargeshot2 and i am sure I am forgetting others. Sure, you get a little more accurate and a little faster between the shots - but it would really be nice to get a damage add along the way to master as well. I think it would help make master in any of the 'advanced' ranged or melee professions a lot more gratifying - if getting master actually meant more.
Sorry, not trying to hijack your thread, just sort of thinking out loud. Only 7 or 8 boxes into carbineer now and I see what you mean - I just get new specials, I don't really hit any harder.
Then again, knowing the devs if they implemented this we'd all hit like schoolgirls until we get near master. TK is sort of like that - until you master the column giving the +damage you don't hit very hard at all.
Sorry to ramble - my server is down and I love carbineer - it just needs more payoff for the time invested it seems. Posted to commiserate =) Maybe I am totally wrong and once I hit master I'll be thrilled, but from whatI read here, I am not expecting it.
lol ya and now they are nerfing the forums
Devs: "No bandwidth for joo!!"
every time there is a major patch and we arent included in the fixes, its like a big slap in the face
Amen to that....new patch, SLAP, new patch all hail the glory of the T-21, SLAP, new patch all hail the fixed command, SLAP SLAP, new patch almost every class has been touched on in this patch, SLAP...
And charge shot 2 still does nothing what a waste of 140k combat xp....
/cry
Marok
Master Carbineer