Carbineer Archive
Thread: Potential Top 5
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novamarine
Fri Aug 20, 2004 1:01 pm
#1
The Devshave explicitly said (On the Dev/Correspondant forum) they won'tgive kinetic to ranged classes or blast to anyone that doesn't currently have it. I don't neccesarily disagreewith your suggestionsbutI don't like asking for what the Devs just won't give out.
I asked for electricity, cold and/or stun. That is basically all that is left if you dont include the ones we already have and kinetic/blast.
Therascalking3
Fri Aug 20, 2004 1:05 pm
#2
well thats pretty ridiculous that a hammer gets blast over a gun but i guess if they really care it doesnt pay to argue so go for it nova
what about retstraint how exactly is that a damage type and what uses it?
novamarine
Fri Aug 20, 2004 1:25 pm
#3
Restraint is basically out of the game.
With respect to blast, that was supposed to be commando-only and slipped in a few places. They won't add it anymore except for commandos. Same thing with kinetic, only melee classes can get that now.
memnoch37
Fri Aug 20, 2004 1:30 pm
#4
A bit late in the game, but food for thought...
Instead of bringing HAM costs on special abilitiesin line with other ranged profs, how about bringing the damage modifiers in line with the HAM costs? Same logic could apply to defenses (high HAM:high damage / high offense:low defense)
In general though I definatly agree with the top 5 you listed. The above would just be another perspective to consider should the dev's have a different plan for us or something.
dsurfman
Fri Aug 20, 2004 2:02 pm
#5
Something else to think on...Or just more support for carbine speed. A RIFLEMAN is faster than us? What is with that? Carbines=automatic, medium range, medium speed, medium damage weapon.
Rifles=semi-automatic (at best), high damage, SLOW speed.
Bennyboy4308
Fri Aug 20, 2004 2:03 pm
#6
Is this in order of importance? In my opinion 4 & 5 are the most important with #1 being less important with doc buffs.
EisMan_Buckeye
Fri Aug 20, 2004 4:19 pm
#8
Bennyboy4308 wrote:
Is this in order of importance? In my opinion 4 & 5 are the most important with #1 being less important with doc buffs.
I 100% agree with Ben. I would like to see the order as 4, 5, 2, 3, 1. Other than that, I say run with it Nova, it's got the Buckeye stamp of approval.
TAfirehawk
Fri Aug 20, 2004 5:14 pm
#9
novamarine wrote:
available at novice brawler – 15 skill points) it is easy to tell the damage of that target is being reduced. When a master Carbineer (92 skill points), stun and blinds a target, the effects are minimal and nothing compared to intimidate. Further, it is impossible to apply states to targets in high-end PvE. There isn’t just a low chance, there is zero chance (repeated use of state-applying specials never applies a state). Flip side to this, Jedi walk right up and stun, blind and dizzy high-end targets witheasyease.
And I think we should be as specific as possible, in regards to the current stats even though they may change to "bring balance to the Force".
- Carbineers have the extremely weak defenses and state resists compared with rifleman and pistoleers.
- Solution: Add more melee and ranged defensed. +40 melee and +60 ranged defense for a master would be fair.
- Solution: Add +20 stun, blind and dizzy defense to boxes in the Counterinsurgency line.
- Solution: Add more melee and ranged defensed. +40 melee and +60 ranged defense for a master would be fair.
TAfirehawk
Fri Aug 20, 2004 5:15 pm
#10
EisMan_Buckeye wrote:
Bennyboy4308 wrote:
Is this in order of importance? In my opinion 4 & 5 are the most important with #1 being less important with doc buffs.
I 100% agree with Ben. I would like to see the order as 4, 5, 2, 3, 1. Other than that, I say run with it Nova, it's got the Buckeye stamp of approval.
And I have to agree, the list should be a priority list or bullet the items without numbers because it will look like they are prioritized.
And 4,5,2,3,1 is pretty good even though all 5 are really key to fixing 95% of this profession.....
TAfirehawk
Fri Aug 20, 2004 5:20 pm
#11
Therascalking3 wrote:
if speed is 90 on the other profession ask for 90. We dont want to still be behind
We are all looking for BALANCE....this means we do NOT get 90 Speed and Rifleman should not either.....
The Devs have no intentions (they have stated NUMEROUS times) that they don't want combat to be spamming specials....hence the HAM Revamp and the much rumored change to the speed equation and capping each prof. They want TACTICS to rule and Carbineer is the poster-child for that 
TAfirehawk
Fri Aug 20, 2004 5:53 pm
#13
novamarine wrote:
Here are my potential Top 5 Issue for you to review. Please give me your comments. If you find any typos or grammar problems please point those out (mega busy at work so help proofreading is appreciated). I think this list should give me all the ammo I need to make strong arguments to get us fixed. I'll deal with bugs and our few redundant specials once the sandbox is up.
Ocain wrote:
Add to number 5
make wild shot 2 intimidate
While I am for changing WildShot1/2 to something besides or in addition to Stun, this does not warrant being on the Top 5.....per nova.
Actually I could see getting rid of WildShot1/2 and making a Master Special with Intimidate in a Cone Effect
And hey, if I am dreaming it might as well be BIG!!!!
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