Carbineer Archive
Thread: The Carbine, and its place in Combat.
Message Edited by Cardco2 on 04-02-2005 07:27 PM
Profession Role Summary
Below is a summary of each elite combat profession followed by a brief description. The primary and secondary role definitions are high level and conceptual - intended to convey only the basics of the profession. The core role rankings were added to give a guideline on where that profession fits in relation to the other professions for that specific core role.
Bounty Hunter
Primary Role: One-on-One Combat Specialist
Secondary Role : Medium Range Tanking (Mitigation)
Offense: Strong (4)
Defense: Strong (4)
Crowd Control: Minimal (1)
The Bounty Hunter excels in hunting and destroying their targets. The Bounty Hunter's arsenal includes a fairly well rounded set of abilities covering both offensive and defensive abilities. Their only real weakness is that they have little in the way of crowd control abilities.
Profession Mixing Tip: While the Bounty Hunter does excel at one-on-one combat their lack of diverse abilities can limit their tactical opportunities when facing a group of opponents. The Bounty Hunter profession is a solid foundation for combining with nearly any other combat profession so that you have the ability to remove many of those tactical deficiencies depending on the player's specific play-style preferences.
Carbineer
Primary Role: Medium Range Crowd Control (Position Control)
Secondary Role: Medium Range Area Effect Damage Specialist
Offense: Strong(4)
Defense: Minimal (1)
Crowd Control: Strong(4)
The Carbineer is a medium range control specialist. He or she has potent abilities to keep targets at a distance and reduce their combat effectiveness. The Carbineer also has powerful Area Cone attacks allowing them to effectively fight groups of targets. Once an opponent is able to close with the Carbineer however they're quite vulnerable.
Profession Mixing Tip: Carbineer crowd control skills are specialized in controlling an opponent's position. Slowing an opponent's movement speed and pushing them back away from the Carbineer are potent abilities for controlling the flow of combat. These abilities combined with fairly strong offensive abilities, particularly when faced with a group of opponents, leave the player with a very potent set of skills. Adding additional ranged skills from other professions only increases a Carbineer's power and options on the battlefield. An alternative template combination may be to add one of the more defensive professions for a well rounded combat character.
Combat Medic
Primary Role: Medical Combatant
Secondary Role: Combat Healing
Offense: Strong(4)
Defense: Weak(2)
Crowd Control: Moderate (3)
Combat Medics are the natural progression of Medics into the combat field. Their medical expertise turned to the goal of eliminating the enemy culminated in the creation of powerful medical weaponry that can quickly leave opponents crippled and powerless. They also have the ability to competently heal their allies while in the thick of battle.
Combat Medics will retain their healing abilities but they will always be secondary to the capabilities of a Doctor.
Commando
Primary Role: Heavy Weapon Specialist
Secondary Role: Medium Range Damage Specialist
Offense: Very Strong(5)
Defense: Moderate(3)
Crowd Control: Minimal(1)
The Commando is the specialist of Heavy Weapons. An entire line of unique heavy weapons are available in the Commando's arsenal. The Commando also receives many bonuses making them more proficient with standard weapons when combined with other profession skills. Whatever the damage dealing requirement is for a situation, the Commando has the answer.
Profession Mixing Tip: Commandos are intended to be the weapon specialists and are the final heavy damage dealing profession along with Rifleman and Swordsman. Commandos focus on their potent damage dealing capability rather than having a varied utility or strong defensive ability. Adding additional ranged profession skills to a Commando creates a very potent damage specialist because instead of having a few special abilities for a specific set of weapons, they can now stack their profession with other professions to gain a wide variety of special abilities. Alternatively Commandos may decide to increase their tactical flexibility by learning skills from other professions.
Creature Handler
Primary Role: Pet Handler
Secondary Role: Versatility
Offense: N/A (Defined by Pet)
Defense: N/A (Defined by Pet)
Crowd Control: N/A (Defined by Pet)
Creature Handlers are the ultimate in combat versatility. While they have no innate combat capabilities of their own they are able to fulfill almost any needed role as long as they have a pet with the necessary abilities.
Doctor
Primary Role: Medical Support
Secondary Role: Single Target Healing
Offense: N/A
Defense: N/A
Crowd Control: N/A
Technically Doctors are not a combat profession but they are included here because they are required to be in the field of combat fulfilling a support role.
Doctors are the primary healing profession with the widest range of healing abilities for both short-term and long-term ailments. Damage healing abilities of the Doctor are specialized in single target heals while Combat Medics will remain the most versatile field healer with their wide range of area effect and ranged healing medicines. Doctors are also vital in the long term support of combat units. Large combat groups engaged in lengthy battles will find that their effectiveness dwindles over time due to accumulation of wounds unless combatants have a Doctor in their rear bases to heal wounds and revive patients.
Fencer
Primary Role: Close Range DoT Specialist (Damage-Over-Time via Bleeds)
Secondary Role: Close Range Crowd Control (Position Control)
Offense: Strong(4)
Defense: Weak(2)
Crowd Control: Moderate(3)
The Fencer is a lighting fast attacker who specializes in hit and run combat. While Fencers have fairly weak defenses making them less than ideal for standing toe to toe with their opponent, they will employ many abilities that help them reduce their need to stay within range of their target.
As a primary Damage Dealing profession Fencers will have damage output second only Rifleman and Swordsman, however their attack style is very different and unique. Their defensive abilities will end up being very weak ensuring they must rely on hit and run tactics. Basic Crowd Control abilities support their role as hit and run combatants making them a very potent damage dealer in combat.
Profession Mixing Tip: Because of their weak defensive skills Fencers will benefit greatly from additional defensive skills from Teras Kasi or Pikeman or a player could choose to widen their offensive arsenal by adding Swordsman abilities.
Pikeman
Primary Role: Melee Opponent Control (Attacker Modifiers)
Secondary Role: Melee Crowd Control (Attacker Control)
Offense: Weak (2)
Defense: Strong(4)
Crowd Control: Moderate(3)
The Pikeman specializes in controlling and tanking groups of opponents. In addition to a generally strong defensive ability the Pikeman has the ability to significantly reduce an opponent's combat ability. These defensive abilities combined with some good area attack capabilities make the Pikeman a strong combatant.
Profession Mixing Tip: The Pikeman tanking ability is mostly based in their abilities reduce an opponent's ability to deliver damage. This ability combines exceptionally well with other defensive profession abilities such as Teras Kasi. A Pikeman who is not specialized in defensive skills is still extremely useful in a group situation as their ability adds perfectly to the defensive skills of other players allowing them to stay alive longer than they ever could on their own. While Pikemen are not by default powerful offensively they do get extremely useful utility abilities and area attacks that when combined with other offensive professions skills, like those from Swordsman, allow for some devastating combinations.
Pistoleer
Primary Role: Close Range Crowd Control (Attacker Control)
Secondary Role: Opponent Damage Reduction (Attacker Modifiers)
Offense: Weak(2)
Defense: Moderate(3)
Crowd Control: Strong(4)
The Pistoleer is a lightweight combat specialist. They move quickly around the field of battle softening up targets and reducing their effectiveness. The damage output of the Pistoleer is relatively low but given time and careful tactical control they are still fully capable of taking out targets on their own. The Pistoleer's abilities truly shine though when combined with a well organized group.
Pistoleers are similar in function as a Pikeman. They are more potent in their ability to reduce a target's combat effectiveness and make their opponents weaker in defensive ability. While Pistoleer skills may not create a significant power increase, it can be combined with many other profession's skill abilities to create a significant increase in tactical opportunity.
Profession Mixing Tip: As a versatile close to medium ranged combatant, Pistoleer can benefit greatly from other similar ranged professions. For example, a Pistoleer can add Teras Kasi or Bounty Hunter skills for defensive abilities or Carbineer skills for increased offensive and crowd control ability.
Rifleman
Primary Role: Long Range Damage Specialist
Secondary Role: Long Range Crowd Control (Position Control)
Offense: Very Strong(5)
Defense: Minimal(1)
Crowd Control: Moderate(3)
The Rifleman is an expert at long distance damage. Riflemen have a few support abilities to help them in this role including abilities to conceal themselves and keep opponents at a distance for a short while. Once an opponent has closed the distance however the Rifleman is extremely vulnerable.
The role of the Rifleman is that they are the embodiment of long range damage dealing. They should have abilities that allow them to maneuver at the edges of combat setting up devastating long range attacks and shots from hiding. Other ranged profession abilities such as Carbineer or Pistoleer could be used to expand and enhance a Rifleman's ranged combat options or melee profession skills like Teras Kasi may be desired to allow the Rifleman to better deal with opponents who would eventually close with them.
Smuggler
Primary Role: Crowd Control Specialist
Secondary Role: Medium Range Damage Dealer
Offense: Moderate(3)
Defense: Minimal(1)
Crowd Control: Very Strong(5)
All's fair in love and war is the motto most Smugglers live by. Smugglers use what is generally perceived as dirty fighting to keep their targets off balance while they defeat them. Smugglers have very low defensive ability and only moderate offensive ability, but when combined with their unique fighting style they can comfortably hold their own.
Smugglers are the dominant Crowd Control profession. Smugglers will be receiving a whole new line of abilities that allow them to temporarily remove an enemy combat threat so that it can be dealt with at a later time. Smugglers abilities combine well with many other profession abilities and will be vital in dealing with high end group content.
Squad Leader
Primary Role: Group Enhancement Specialist
Secondary Role: Medium Range Combatant
Offense: Moderate(3)
Defense: Moderate(3)
Crowd Control: Moderate(3)
A Squad Leader's power shows through the bonuses they are able to bring to their group members. Squad Leaders have many various abilities to improve the coordination and effectiveness of their group. Even outside of a group the Squad Leader is a good combatant, but their offensive and defensive capabilities are only average with no special abilities setting them apart.
Squad Leaders did not receive any specific combat specialty as their true strengths only show when working in a group. Squad Leaders will have the default suite of combat modifiers. Squad Leader can add any other profession abilities to fit their preferred play-style.
Swordsman
Primary Role: Close Range Damage Specialist
Secondary Role: Melee Tanking (Mitigation)
Offense: Very Strong(5)
Defense: Moderate(3)
Crowd Control: Minimal(1)
The Swordsman is the heavy hitting melee damage dealer. Up close there is no one that can dish it out like a Swordsman. The Swordsman has decent defensive abilities but is unable to hold out for the long haul.
The Swordsman is the close combat equivalent of the Rifleman. They are much less about stealth and tactics and more about raw brute force. Swordsman abilities are all about increasing damage output and delivering powerful crippling strikes.
Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate(3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)
Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy. Their damage output is only moderate however making them less than ideal for taking opponents on their own.
Professions and Variety
These changes to the combat professions provide a much better role definition for each of the combat professions. Group and solo play are both enhanced by enriching the professions with these new ability assignments and most importantly, these changes make "profession stacking" a strong game challenge. Profession mixing is an exciting choice that players can use to personalize their characters and make them more unique and effective in combat.
Message Edited by Cardco2 on 04-02-2005 07:34 PM
Cardco2 wrote:
I was basing it off of real life logic, medium weapon size, general abilities.
I play America's Army lol. But on subject, That was a comment for logic progression.
Now about my ideas for the proffessions relations, thats what I was talking about mainly, I want oppinions on that.
Message Edited by Cardco2 on 04-02-2005 07:34 PM
Jmasta-hibe wrote:
Cardco2 wrote:
I was basing it off of real life logic, medium weapon size, general abilities.
I play America's Army lol. But on subject, That was a comment for logic progression.
Now about my ideas for the proffessions relations, thats what I was talking about mainly, I want oppinions on that.
Message Edited by Cardco2 on 04-02-2005 07:34 PM
psst, don't argue with firehawk. before you know it you'll be crying in the corner after some serious ownage
ROFLMAO
Whatever.....to each his own....
TAfirehawk wrote:
Jmasta-hibe wrote:
Cardco2 wrote:
I was basing it off of real life logic, medium weapon size, general abilities.
I play America's Army lol. But on subject, That was a comment for logic progression.
Now about my ideas for the proffessions relations, thats what I was talking about mainly, I want oppinions on that.
Message Edited by Cardco2 on 04-02-2005 07:34 PM
psst, don't argue with firehawk. before you know it you'll be crying in the corner after some serious ownage
ROFLMAO
Whatever.....to each his own....
Lol.![]()
Let me put it this way, if I was a Dev, would you like my ideas, or would you try to get me fired?![]()
Cardco2 wrote:
Let me put it this way, if I was a Dev, would you like my ideas, or would you try to get me fired?
TAfirehawk wrote:
Cardco2 wrote:
Let me put it this way, if I was a Dev, would you like my ideas, or would you try to get me fired?
That is like asking me if I don't like the Sun rising in the East would I move to a different planet......quite pointless as is your list because the Devs write the rules of this game, not you or me. I choose to work within the system to effect change rather than bouncing around in the clouds
TAfirehawk wrote:
I just call'em like I see'em
Some people get offended by my directness, glad you see the humor I try to put into it
Hehe.