Carbineer Archive
Thread: Combat Upgrade: Consolidated List of Issues for Carbineers
TAfirehawk wrote:
Xoreshear wrote:
Tried a MBH and a Master Squad Leader on TC,both have better carbs than M Carbineer. I am not impressed with the E-11 at all.
Message Edited by Xoreshear on 04-24-2005 12:22 PM
Just ran the numbers, the Proton is Cold Elemental and 2.05% DPS better.....the E5 is identical in stats to the E11 Mk.2 and Elite.
So if 2.05% and 0% are better Carbines, then I will push this to the Devs, but honestly complaining about an identical stat Carbine being better or even a 2.05% difference is NOT going to get very far with the Devs....
Its more of a morale victory I have in mind, yes. In my testing it was only 100pnts damage more on average. My point is the top damaging carbine should be in the hands of a Carbineer, period. Especially when you are talking about a class with access to bombs, and two other weapons other than carbs in their prof tree.
The E-5 did more damage than the E11 Mk 2 a few days ago when I tested it. Yesterday when I logged in all my weapons were gone. When I got exact replacements at the frog the LD-1 rifle I could do 2.6k sniper shots with now would do no more the 1.9. It is highly likely the damage on the carbines was adjusted as well. Even so when the E-5 was doing more it was only on the order or 100pnts. I'll say refer back to my earlier statement here.
I don't expect you to waste time on it. I was simply voicing my opinion.
EDIT: Thought I'd add this. I haven't been able to test today, and last I did test the movement debuff portion of suppression fire was not working. I'd rather they look into that, or be reminded of that than this issue.
Message Edited by Xoreshear on 04-25-2005 02:28 PM
TAfirehawk wrote:
Really really mad doesn't even touch it with a 10' pole.....you gotta hyperspace a loooooong time to go from really really mad to where I am.....
But in the end I am sticking around to affect change by working within the system, so I will be transitioning this forum over to dealing with a LIVE CU later this week......and we can deal with the problems as we go in hopes SOE will listen.
/nod
Not much else to do at this point. Good luck everyone.
We the players make or break the game, make it happen.
Message Edited by Xoreshear on 04-26-2005 12:05 AM
I was more impressed with the Carbineer before they raised the action costs. Now im just "Too Tired" after a few shots, and the "ranged attack" default doesnt cut it - its better to just not fire at all then use that one.
Still...Even with lower action costs we're not crowd controllers in any way. A commando with some pistoleer, thats a crowd controller.
It's sad that we seem to need a revamp after the revamp really - what am i suppose to do as a customer and a player? Should i put on a smile and grind up carbineer and pray that we get a nice revamp within a year? Should i waste my time with that?
nah..
Our cost for using specials on the higher end is to high. Not because we can not spam specials all day like the old system but because when using other professions (rifles and pistols) killing the same target uses more action with carbines. I can accept not being able to crack off the best shots all day but give me the same genral performance as my most closely related classes.
Our special abilities:
As a ranged croud control class we lack the skills to control anything to any length. Only having 2 area attacks does not give us much of a choice or create any tactic in controling a croud of enemies. Also using those shots will con these now angry enemies to me. If i continue to attack these targets with my only area attacks i cannot possably kill all but the weakest groups withought a large amount of action cost that i do not have. In addition to at least 1 extra high end ranged croud controling tactic we need a sustainable default area attack (understandably not the highest damage yeld). An area special with a stat would be good perhaps intimadate or blind...seems fitting for a new tactic even if you make it master only. 2 unsustainable area attacks is by no means a lvl 4 croud control on your little balance picture. Its more a way to get in more trouble than you can handle. Again as a personal intrest the certification of C22 Grenades fits with our area attack croud controle conept...and is fun :0).
Weapon Selection:
Because of our comparably low number of weapons to most ranged professions like riflemen pistoleers bounty hunters commando's . . ... When we can actualy see the final stats on our weapons including elemental damage and other weapon spacific atributes. We have an inherant flaw where as some of our more unq weapons will be of such low certifications that at the higher ends of the game no mater how unq will not be able to perform to a level worth using. We simply do not have enough weapons to allow a decent selection of higher end quality weapons that are diffrent from one another in any real way. If your ideal weapon for a target would include acid damage but to do that you need a lvl 40 weapon, the damage the weapon does even with the acid genraly wont mater when normal damage from a high end is so much greater in potential. To fix this withought adding weapons you would have to place our elemental and area effect and kinetic weapons in the 50-54 range. This makes the leveling of the profession grueling as so much time is spent with starter weapons but at least the end game is balanced. This is closer to what i think tc had...But still not right. I at this point dont see a reson to carry more than an energy and kinetic weapon with me. the elemental ones wont have the punch to be worth it except in spacific exceptions.
Li'lith Tarquinas
Message Edited by Quandry on 04-26-2005 06:54 PM