Carbineer Archive
Thread: Carbineer review
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Zilod
Tue Apr 19, 2005 7:11 am
#1
Here is myreview of carbineer, i want to say that i'm very happy to see that this profession had finally received some love, even if IMO there are a thing or two to rebalance, i think this class is very viable and a good choice for both the dedicate carbineer and the dabbler.
SPECS FROM CU DOCUMENTATION
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)
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.
CRABINEER STATS (marksman + carb stats)
stat: value (general + carbine)
Melee defence: 100 (60 + 40)
Ranged defence: 115 (75 + 40)
Speed: 70 (20 + 50)
Accuracy: 170 (105 + 75)
stat: value (general + carbine)
Melee defence: 100 (60 + 40)
Ranged defence: 115 (75 + 40)
Speed: 70 (20 + 50)
Accuracy: 170 (105 + 75)
SKILLS
Suppression fire
The description says it is a root, but atm the effect is missing, i also noticed that using it, an 10sec effect appear in opponent HAM window.
I think is just bugged as it seem that nothing change, also we should consider that suppression fire is one of the few specials that have a preparation time and that a 10sec effect will probably be short.
The description says it is a root, but atm the effect is missing, i also noticed that using it, an 10sec effect appear in opponent HAM window.
I think is just bugged as it seem that nothing change, also we should consider that suppression fire is one of the few specials that have a preparation time and that a 10sec effect will probably be short.
Full auto area
A great special that can do a lot of damage in a nice cone of effect, the problem is that the floating numbers of damage appears only over the current target and not over all creatures hit (this is an issue for all area attacks)
A great special that can do a lot of damage in a nice cone of effect, the problem is that the floating numbers of damage appears only over the current target and not over all creatures hit (this is an issue for all area attacks)
Leg shot
In my opinion leg hit is quite overpowered, it is a box3 skill and it does as much damage as the master box BH (offence 4) skill adv critical strike, it also does around 10% more damage than the box3 rifleman (offence 5) skill head shot.
In my opinion leg hit is quite overpowered, it is a box3 skill and it does as much damage as the master box BH (offence 4) skill adv critical strike, it also does around 10% more damage than the box3 rifleman (offence 5) skill head shot.
With this special, rapid fire and full auto area, carbineer is probably the highest DPS class, and this box3 skill can be compared to master shots of other high damage professions.
I suggest a reduction in damage of around 15% to make it be between other similar skills as body and head shot,
actual situation
special (damage)
body shot (1300)
head shot (1500)
leg shot (1600)
special (damage)
body shot (1300)
head shot (1500)
leg shot (1600)
suggested situation
special (damage)
body shot (1300)
leg shot (1400)
head shot (1500)
special (damage)
body shot (1300)
leg shot (1400)
head shot (1500)
Scatter shot
the damage is not bad, but it is quite useless compared to leg hit that do around 30% more damage than it.
the damage is not bad, but it is quite useless compared to leg hit that do around 30% more damage than it.
Charge shot
very good skill: KD with a very nice damage, probably the best KD in game.
very good skill: KD with a very nice damage, probably the best KD in game.
Rapid fire
Sadly i have not a parser so i can't confirm, but it seem to me that the recoil timer is way lower than the one from standard attacks, the damage is also quite good, this make it a very good DPS skill.
Sadly i have not a parser so i can't confirm, but it seem to me that the recoil timer is way lower than the one from standard attacks, the damage is also quite good, this make it a very good DPS skill.
Crippling shot
nice snare ability, the speed reduction is nice and so the timer.
nice snare ability, the speed reduction is nice and so the timer.
SOME CONCERNS
Carbine Marksmanship line (the dabbler line)
Dunno why it was changed but atm it give general accuracy, rapid fire (good dps), crippling shot (snare) and leg shot (overpowered dps
).
Dunno why it was changed but atm it give general accuracy, rapid fire (good dps), crippling shot (snare) and leg shot (overpowered dps
I think is really too much for a single line, a dabbler can grab it and "maximize" his points, expecially pistoleers/BHs/commando templates can fill most of their weakness just getting this line.
My suggestion is to put crippling shot in carbineer special abilities and/or to swich leg shot with scatter shot.
FINAL IMPRESSION
I think that carbineer can be the base for solid and versatile templates, its good DPS and crowd controlcan stack very well with most of other ranged professions.
Carbineer is the only ranged profession with a KD, a snare and (when suppression fire will be fixed) a root. This make him the kind of crowd control, these abilities can be invaluable in a battle situation, but can also be very usefull to kite some strong enemy or to prevent him to flee.
The weapon selection is also very good: carb have both a kin and energy damage weapon in his master box, with the added bonus of acid damage on the kin weapon.
There is also the proton carbine in master BH box that have a very good damage and the side cold elemental damage, even if is not a carb weapon is not too bad that is in BH profession, as this class stack very well with carbineer.
Due to the good weapon selection, the best AOE attacks and probably also the best "direct" DPS, the offence of carbineer is a bit overpowered atm, the risk to have it to become FOTM is quite high.
For this reason i think that a little rebalance on direct DPS is necessary (with the proposed change to leg shot), this way carbineer will still be the best AOE and crowd control profession and his offence power will be more in line with CU specs (very good but not the best).
In defence carbineer have not many skills, but the ability to wear battle armor make him ready to fight most of the opponents, this kind of armor in fact have not strenghts or weakness, making it very versatile, expecially in PvP, where opponents can change his weapon during combat to take advantage of armor weakness.
In the end (even after a little balance) carbineer is a very viable and solid profession, it is extremely suited to cover the role of front line soldier but also to be a versatile and powerfull "solo" mercenary.
PERSONAL SPECS
Carbineer
Primary Role: High Damage Specialist, Medium Range Crowd Control (Position Control)
Secondary Role: Medium Range Area Effect Damage Specialist
Offense: Very Strong (5)
Defense:Weak (2) *
Crowd Control: Strong (4)
Primary Role: High Damage Specialist, Medium Range Crowd Control (Position Control)
Secondary Role: Medium Range Area Effect Damage Specialist
Offense: Very Strong (5)
Defense:Weak (2) *
Crowd Control: Strong (4)
* but it can also be medium (3) as atm other defence skills seem not to work very well, so armor mitigation is probably the most important one.
cleekjc
Tue Apr 19, 2005 7:29 am
#2
Cool, looks like I am going to have to grab carbines on TC.....
Right now I am a MCH/MBH/4/4/0/0 carbines I am thinking about switching to MCH/MCB/BH/0/0/4/2 (torso shot?)or dropping BH for medic depending on the specials for BH carbines. I hope carbs wind up with a working "root" special...............
The supremely crappy thing aboutMCH/MCB/??? is the armor certs, since it does not stack its a total and utter waste...............
but alas if the hate system makes it to live( and I do not quit beacuse of it) I will most likely go MCB/MBH/pistol??? beacuse the hate system will nullify CH and Medic totally................... 
Zilod
Fri Apr 22, 2005 7:38 am
#3
upping it, also as i was suggesting a little nerf on leg shot i'm curious to know what other carbineers thinks about it and in general if this review fit the actual situation.
Xoreshear
Fri Apr 22, 2005 8:18 am
#4
I tried MBH/MC/Pistoleer xx44. That gave me combat L80. I pulled a mission on Lok where I was fighting some sort of L81 mynoks
If I had not been able to root and range intimidate I would have been in a lot of trouble. It had sick regen or is that damage mitigation? I almost killed one and not quite.I kited it for a bit then it decided turn and run back to the camp and despawn. People who say stopping shot "always sticks"may want to try it on an L81 mob.That was with Frog buffs, BH crafted armor, and a proton carbine that usually cracks around the 1.3 k range with specials.
EDIT: I went back and killed it. I was being too fancy the first time through. I went with intimidate, stopping shot, blinding and then leg shot ad-mauseum. As soon as any of the noted effect wore off I would reapply, like intimidate and blind. It was absorbing over half my damage, and root was tricky to keep on, about every third attempt stuck. I finished with a lot of action and half health.
Message Edited by Xoreshear on 04-22-2005 11:54 AM
TheBobulus
Fri Apr 22, 2005 8:57 am
#5
Zilod wrote:upping it, also as i was suggesting a little nerf on leg shot i'm curious to know what other carbineers thinks about it and in general if this review fit the actual situation.
A well written review, but I'd be hesitant to make any changes at this point simple for the reason that we won't know for sure until we're all playing with new player crafted guns and the like. Plus, the devs seem to have a hard time making a little fix, and we'd probably end up as a terrible class again. Rifleman and TKA had a favored spot for a while. Just give us a little time in the sun.
TAfirehawk
Sat Apr 23, 2005 12:46 am
#6
Xoreshear wrote:
I tried MBH/MC/Pistoleer xx44. That gave me combat L80. I pulled a mission on Lok where I was fighting some sort of L81 mynoksIf I had not been able to root and range intimidate I would have been in a lot of trouble. It had sick regen or is that damage mitigation? I almost killed one and not quite.I kited it for a bit then it decided turn and run back to the camp and despawn. People who say stopping shot "always sticks"may want to try it on an L81 mob.That was with Frog buffs, BH crafted armor, and a proton carbine that usually cracks around the 1.3 k range with specials.
EDIT: I went back and killed it. I was being too fancy the first time through. I went with intimidate, stopping shot, blinding and then leg shot ad-mauseum. As soon as any of the noted effect wore off I would reapply, like intimidate and blind. It was absorbing over half my damage, and root was tricky to keep on, about every third attempt stuck. I finished with a lot of action and half health.
Message Edited by Xoreshear on 04-22-2005 11:54 AM
Well you shouldn't be on Lok testing anything, that planet along with a few others are not "balanced" yet
Xoreshear
Tue Apr 26, 2005 12:17 am
#7
Is Naboo balanced?
I took a mission there as MBH/MC then as a MS/MC and got absolutely destroyed by ranged L81 mobs. I am talking about a single creature engaged each time. I was prone using crafted BH armor, a proton carb and merely exchanging fire with it. I simply couldn't soak its damage or keep up with its output. Last ditch when I was a MS/MC hit for a high 3k and probably result in a 12% drop in its health bar. Which immediately began filling back up.
I took a mission there as MBH/MC then as a MS/MC and got absolutely destroyed by ranged L81 mobs. I am talking about a single creature engaged each time. I was prone using crafted BH armor, a proton carb and merely exchanging fire with it. I simply couldn't soak its damage or keep up with its output. Last ditch when I was a MS/MC hit for a high 3k and probably result in a 12% drop in its health bar. Which immediately began filling back up.
Message Edited by Xoreshear on 04-25-2005 03:24 PM
TAfirehawk
Tue Apr 26, 2005 12:27 am
#8
Creatures are....NPC's aren't balanced anywhere I don't think....or so I have heard.
I handled Level 64 Imps on Rori ok, but it was tough and I am Level 77.....so Level 81 would probably rip me apart right now.....
Many things to fix yet...many, many, many, many, many 
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