Carbineer Archive

Thread: Carbineers NEED to be balanced! Devs listen!

TheCloakedOne
Fri Jul 04, 2003 2:04 pm
#1

I completly agree...I dont like to see someone with a pistol outgun a carbineer, especially from long range, this needs to be fixed. BALANCED!!!!!!
TribalJedi
Fri Jul 04, 2003 2:29 pm
#2

they haven't paid attention.. even in beta



i'm starting to wonder if they even read the profession forums

SOJ
Fri Jul 04, 2003 3:08 pm
#3

The problems I see with carbineers is this.


They seem to miss more in their ideal range than any other weapon class. In fact, I've never missed at the Rifle or Pistol's ideal range but I miss 1/8 or so shots with the carbine. The carbineer also lacks good defense bonuses. The pistol and the rifle all have a lot of defense mods specified for their job.. the carbine is just lacking.


The carbine has ridiculously high special costs. Also, the DH17 carbines that weaponsmiths can make early on are bugged in which they have insanely high special costs.


The lack of good carbines. No other carbine can be better than the DH17. Maybe the laser carbine can, because of it's armor penetration, but the damage isn't as reliable at the DH17. Also, there seems to be a lack in the number of carbines as well. Carbineer's need something better than the DH17 to break them away from the higher-end pistols which are too close.


Other than that, carbine seem to be fine. They have very nice specials. They have a melee disadvantage. They seem to provide their rule correctly if these problems could be solved. Anyone else have anything to add?

ZethBoron
Fri Jul 04, 2003 3:31 pm
#4

They don't even have time for balancing right now. Maybe in a month or two they'll get around to it, they have gamestopping bugs to deal with atm. Trust me, devs read more than you think.
Darkfriend
Fri Jul 04, 2003 5:02 pm
#5

I agree that carbineers are in desperate need of new weapons seeing how the DH17s have 50+ action special move cost. However, I have also advance to rifle specialist and found that outside the ideal range your chance of hitting with a rifle is pretty slim when compared to the carbine. Missing a little more in the ideal range is a fair trade off for that in my opinion. I think once new/unbugged carbine weapons are available most of the complaints for this class will go away.


As for the defence bonuses available to the riflemen if you have ever been hit while holding a rifle you know why they need them. While holding a rifle you get hit incredibly hard!


Marook


Novice Creature Handler, Carbineer and Rifle Specialist


Chilastra




Marook
Creature Handler (4/3/4/4)
Pistoleer (3/4/4/3)
elorei1
Fri Jul 04, 2003 5:06 pm
#6

hey darkfriend, know the action cost on an unmodded dl44 psitol? yup, 50+.

i played a carbineer for a long time, and yu can get amazing ones IN TIME, let the weaponsmiths catch up.
SOJ
Fri Jul 04, 2003 6:11 pm
#7

The DH17's will get better in time, that's correct. But that's not the problem. The problem IS the DH17 itself. Is there a better carbine better than a very well crafted DH17? There is not. So carbineers use a weapon that is available to a low level marksman. Also, Bounty Hunters don't get a carbine but they get a pistol and rifle, of course. In the beta on my Pistoleer, I was so happy when I could get a scatter pistol and when I DID get it, it simply blew me away. It was amazing. Yes.. it's a shotgun pistol and it still fires at 64m more accurately than any other pistol. It doesn't have a penalty for long range.


It's common knowledge that a rifle user has the highest melee damage modifier. So it's the riflemen's job to stay in the back and unleash it's damage, however, I see pistoleer's can handle that job well. You say the rifleman needs it's defense. Yes, I'm sure it does. A real pistoleer would need it'smelee defenses. But you see, the thing is.. everything isn't quite balanced properly. The Pistoleer has some amazing melee defenses.. even better than TKA's in some instances. The rifleman has defenses bonuses that are specified for what it does. That carbineer.. what.. +15 to knockdown and +15 to intimidate? Wow.. now that's a lot of defense bonuses. If you take a look, the pistoleer hammers the carbineer to bits. It seems like the carbineer just has no place when it comes to defense.


I'm simply saying that I think ranges should be the way they should be. Riflemen should fire at max distance.. not pistoleers. I'm also saying that the higher end carbines are useless and carbineer's need more variety. And I'm saying that I think the carbineer's defense bonuses are laughable as well as their special move cost (besides the weapon's special move cost.. I'm talking about the modifer for some skills). This would help balance carbineer's well.


As for the Pistoleer.. I'm not asking for their specials to be nerfed at all. I'm simply asking for realistic gameplay balance. The pistol was intended for close distance firing, not all-around-distance. The only nerf I'd order on the pistoleer's would be on Melee Defense 1. That skill is wicked, but was fun as heck to use I think that the majority of the people will agree with me on both those statements about pistoleer's. And for those who don't.. they're people that wish to travel down Easy Street again. Either that, or people who didn't play Beta and have no idea about melee defense 1 or the power it contains.

SubliminalCriminal
Sat Jul 05, 2003 12:54 am
#8

Carbineers arnt all that bad, they do decent damage and have a good range, and very good special moves, but the Action/Health/Mind pools that it sucks makes them suck, and it never seems to go away in all of the different kinds of guns that there are...


Will this problem EVER be addressed? Please devs, im not here to whine but I really wanna be a carbineer but the Action it takes is way to drastic for me to want to play one right now..

CX427
Sat Jul 05, 2003 3:17 am
#9

One more issue: Counterattack


I mastered Carbineer in beta except for combat xp.


Counterattack went off 5 times.......


5 times in all the battles I was in. thats so incrediby pathetic.



Counterattack could be the balancing skill of the class , as you dodge an incoming attack and attack with your own...... but it just doesnt ever happen.

JediGavilan
Tue Jul 08, 2003 9:17 pm
#10

YES YES YES YES and YES! Ditto to the above posts, fix the special action HAM costs, increase counter attack chance and/or defense bonuses. Please DEVS! Fix this quick!



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