Carbineer Archive
Thread: The Devs should just remove carbineer from the game.
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BMGundam
Fri Feb 13, 2004 12:24 am
#1
That's probably a little extreme but then again they haven't done a single thing to show they've ever even truly looked at the profession.
In the developer response thread, they have not lived up to what they told novamarine. Not once. Anyone who points a finger at novamarine blaming him for our lack of dev lovin, deserves to be shot.
1. "The Developers have promised combat is about to become much more fun!"
Nothing changed, so how can it be "much more" fun?
4. "The next several publishes that are focused on combat will be rebalancing the weapons and introducing new carbines. They have promised the next several months will be an exciting time for Carbineers!"
One new carbine so far that isn't even worth attempting to get. Where are the changes to the current carbines?
2. "The next several publishes will be focusing on combat. In these publishes all the broken carbine specials will be fixed."
Liars. It's too bad they can't even get straight what is working and what isn't. Need proof?
"Chargeshot1 is working as intended."
Even I knew it wasn't working right. Only delusional players and incompetent developers would believe it was working right or supposed to be timerless.
On to what is still bugged about it. They added a timer but forgot to give us a meaningful knockdown duration so novice carbineers can actually take advatage of the KD damage bonus. Since chargesthot1 doesn't have a KD that lasts as long as the other professions, it's not in line with the rest of the game. Need anything else to show it's still not fixed? How about this one. If you are NOT moving, there is a chance you won't do the chargeshot animation. No animation means zero chance of KD'ing the target. The problem is that you can stand there for multiple chargeshots and not do the animation for any of them.
They then try to tell novamarine that they have fixed the specials but couldn't get it in before the publish 6 deadline and they thought chargeshot2 was working. So they put a redundant timer on chargeshot2. Ya know, that's pretty much the equivalent of putting a knockdown timer on burstshot1/2. Did they even test the timer on chargeshot2? Actually taking the time to test it would have shown chargeshot2 doesn't work at all.
I'm guessing the same incompetent monkeys are working on the global combat rebalance as the ones that put the redundant timer on chargeshot2. That does not bode well for us as we'll probably loose the two specials that do work and nothing else will get fixed. Or worse, our specials get broken so badly we heal the target with our carbines instead of damaging them.
Remember these are the same people that basically said nerfs don't help anyone and aren't the solution, but then turn around and nerf dots. Were they trying to make a point or are they just your regular hypocrites? Good job on following what you said.
On a final note, I wouldn't be surprised if the developers have spent more time thinking of how to remove carbineer from the game than they have fixing it.
In the developer response thread, they have not lived up to what they told novamarine. Not once. Anyone who points a finger at novamarine blaming him for our lack of dev lovin, deserves to be shot.
1. "The Developers have promised combat is about to become much more fun!"
Nothing changed, so how can it be "much more" fun?
4. "The next several publishes that are focused on combat will be rebalancing the weapons and introducing new carbines. They have promised the next several months will be an exciting time for Carbineers!"
One new carbine so far that isn't even worth attempting to get. Where are the changes to the current carbines?
2. "The next several publishes will be focusing on combat. In these publishes all the broken carbine specials will be fixed."
Liars. It's too bad they can't even get straight what is working and what isn't. Need proof?
"Chargeshot1 is working as intended."
Even I knew it wasn't working right. Only delusional players and incompetent developers would believe it was working right or supposed to be timerless.
On to what is still bugged about it. They added a timer but forgot to give us a meaningful knockdown duration so novice carbineers can actually take advatage of the KD damage bonus. Since chargesthot1 doesn't have a KD that lasts as long as the other professions, it's not in line with the rest of the game. Need anything else to show it's still not fixed? How about this one. If you are NOT moving, there is a chance you won't do the chargeshot animation. No animation means zero chance of KD'ing the target. The problem is that you can stand there for multiple chargeshots and not do the animation for any of them.
They then try to tell novamarine that they have fixed the specials but couldn't get it in before the publish 6 deadline and they thought chargeshot2 was working. So they put a redundant timer on chargeshot2. Ya know, that's pretty much the equivalent of putting a knockdown timer on burstshot1/2. Did they even test the timer on chargeshot2? Actually taking the time to test it would have shown chargeshot2 doesn't work at all.
I'm guessing the same incompetent monkeys are working on the global combat rebalance as the ones that put the redundant timer on chargeshot2. That does not bode well for us as we'll probably loose the two specials that do work and nothing else will get fixed. Or worse, our specials get broken so badly we heal the target with our carbines instead of damaging them.
Remember these are the same people that basically said nerfs don't help anyone and aren't the solution, but then turn around and nerf dots. Were they trying to make a point or are they just your regular hypocrites? Good job on following what you said.
On a final note, I wouldn't be surprised if the developers have spent more time thinking of how to remove carbineer from the game than they have fixing it.
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