Carbineer Archive
Thread: Novamarine.Explain the CS issue like this, and the Devs may listen.
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zhadi
Sat Feb 14, 2004 5:42 am
#1
I'm not telling you how to do your job, and i think youve done a good job so far, but I think u should explain the CS issue as follows: First off, tell them that pre-"fix" there were two things broken about CS 1. One ofthese broken features was an advantage, and one was a disadvantage. It was an advantage that it did not have a KD timer on it and thus could be spammed. But it was a disadvantage that it wasnt a true KD, as mobs didnt stay down and could keep shooting. Plus no mitigation to their defenses etc. What the devs have done in this "fix" is to take away the advantage while not fixing the disadvantage, thereby leaving us with a shot that is essentially a posture change with a KD timer on it, i.e, useless.
CS 2 is even more of an eggregious slap in the face because that shot was broken and useless to begin with. These nerfs coupled with the fact that the vast majority of our specials dont work and the unbelievably highHAM costs associated with any specials that we can use makes this a situation that has to be addressed immediately.If explained like this, even the devs cant ignore us for long.At the very least, if they dont fix the HAM issues, or fix our other specials, atleast they can make CS a true KD.
PS- Have the devs given us a target date on when the non-CSissues may be addressed?
novamarine
Sat Feb 14, 2004 8:29 am
#2
If I explained it like that, I would be incorrect. You description of what it was doing is wrong.
Prior to the patch is *WAS* a timed KD. The issue with it was than when it failed to KD, it forced the target through a KD animation. It was working but had an animation bug. They fixed the animation bug.
zhadi
Sat Feb 14, 2004 9:28 am
#3
well ive been a master carbineer for 3 months and i dont ever, ever, remember actually KDing someone with the shot, just breifly making them follow over and them popping back up immediately. Secondly, I dont know what u mean by "fixed the animation bug" as what I thought atleast, was that they just put a timer on so that it cant be spammed. If this has always been a KD shot, then it is one that is broken as it never actually KDs anything.
RhettSarlin
Sat Feb 14, 2004 9:42 am
#4
not my experience with it. i always noted that the first time i fired it it almost ALWAYS knocked down my target completely. if i fired a second one immediately though, they stood up, and subsequent charge shots would tell me that i "failed to knock down my target", but theyd still go through the animation of falling down each time. the first knockdown i'd do, my target would NOT be able to attack, but whenever it told me that i failed to knock them down, ranged enemies were still able to fire. about every 15 seconds it seemed they'd go through a legitimate knockdown, it wouldnt tell me i failed, but then the same thing would continue. rinse and repeat.
now when i fire the first shot, they still get knocked down, but subsequent shots dont do anything until the timer is up, same as any other profession's knockdown works.
the question he's raising though, nova, is whether or not our knockdown lasts as long as other profession's knockdowns do. as i was saying, before the patch if i fired a charge shot and then another charge shot, my target would immediately stand up, and then another charge shot would make it go through the animation. but i seem to remember(not saying this is true, but its what comes to mind) that after the patch if i fired 2 charge shots in a row and the first one knocked them down, the second one would still make them stand up. can anyone confirm that?
if true, then its possible that reports of our knockdown not lasting as long as other knockdowns are entirely due to us trying to spam the shot(in which case, just fire one charge shot at a time until it works
). if this isnt the case though, and our knockdown really does have a shorter duration than the other knockdowns, then we do need to make sure the devs know this.
Rhett
now when i fire the first shot, they still get knocked down, but subsequent shots dont do anything until the timer is up, same as any other profession's knockdown works.
the question he's raising though, nova, is whether or not our knockdown lasts as long as other profession's knockdowns do. as i was saying, before the patch if i fired a charge shot and then another charge shot, my target would immediately stand up, and then another charge shot would make it go through the animation. but i seem to remember(not saying this is true, but its what comes to mind) that after the patch if i fired 2 charge shots in a row and the first one knocked them down, the second one would still make them stand up. can anyone confirm that?
if true, then its possible that reports of our knockdown not lasting as long as other knockdowns are entirely due to us trying to spam the shot(in which case, just fire one charge shot at a time until it works
Rhett
TKarrade
Sat Feb 14, 2004 11:32 am
#5
Yeah, that's the same stuff that was happening with me Rhett. If the first shot hit, it would be a true knockdown. That's why i never followed it with a second CS1, becuase I would have wasted a good chance for a crippleshot.
-TK
revisoHT
Sat Feb 14, 2004 11:37 am
#6
My expericence has both pre and post patch has been pretty much the same as Rhetts. It seems to me that when they're considering the balancing options, like adding a timer to cs1, they're testing this out in 1 on 1 pvp situations. In a duel, pre patch, i could keep someone on their back but it did NOT stop them from shooting, however, it did create problems for melee oponents. As cs1 does very little damage, it seemed insane to me that anyone would try and win a duel with only cs1. As for large group pvp, a no timer cs1 would let you cylce through the crowd and knock everyone one down (since cs2 doesn't work). If you tried spaming only 1 person in a group with it, you'd die pretty quick. Maybe they can try it out in a mass pvp instead of 1 on 1. I'm not upset about having a timer on it, but after reading a previous post by novamarine that said it was supposed to KD for 5 seconds I decided to test it out last night. Not a single target went down longer than 2.5 seconds, with the majority getting up instantly. If the target stayed down long enough to take advantage of the KD, (like slip in a high damage shot like crippleshot or add a dizzy state) then it would be a working special. Until that happens, it's a usefull as throwing rocks.
AK-
Sat Feb 14, 2004 10:20 pm
#7
wrong. The devs didnt look at cs1 from a pvp perspective. It was basically useless in pvp. However, in pve ppl are able to solo things like nightsister elders and krayt dragons because you could stop them from getting intomelee range. (cs1 + 3 cripple cs1 etc..) Things were being solo'd that werent supposed to be solo'd. If you look at the other professions they hit them to.
combat medic - disease/poisen a krayt, jump on speeder and do circles. Rinse and repeat
Pistoleer/smuggler comando dabble - single2 health 1 health 2 + feign.
this list goes on. It sounds easier then a really was, but I think thats were the nerf came from. All bleeds flame dots, poisens, have been nerfed. They through our cs1 in that bag as well.
Can I blame them? No. They just didnt realize that it was something we depended on since the other specials dont work. I can tell you this though IF carbineers get the "crowd control" feature (area dizzy + kd) we will be nerfed again within minutes from the crying kids.
Anyway, props nova I hope you are seeing some progress with our issues 
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