Carbineer Archive

Thread: Carbineer Issues: Please Vote

Phrakture
Mon Sep 08, 2003 10:54 pm
#1

Carbineer Issues: Please Vote
[===============]

Please Vote for your Top 10, in order of how much you care about the issue, my top 10 will follow as an example. Any other issues can be added as a write-in if you like. I will compile these up as we go and post the results.
(please don't repeat issues)
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Main Entry: car-bine
Pronunciation: 'kar-"bEn, -"bIn
Function: noun
Etymology: French carabine, from Middle French carabin carabineer
Date: 1605
1: a short-barreled lightweight firearm orig. used by cavalry
2: a light short-barreled repeating rifle that is used as a supplementary military arm or for hunting in dense brush

1) Developer Communication
It appears that we are being left out in communicating with the Devs and SOE's support staff. Almost every other profession has had posts regarding their class. Carbineers, however, simply recieved one post when the first week's issues were sent, saying that the issues were being investigated. It would be nice to know the progress of these investigations, or conclusions if applicable. These issues that were brought up could be very difficult to fix, yet we are unaware of it. Please maintain contact with the customer base.

2) HAM Costs:
It is apparent that the HAM costs are way to high for Carbineer specials as they currently are. Comparing damage dealt to HAM costs, Pistoleers have a clear advantage (sorry I do not have exact numbers). Many people believe HAM cost should be equivalent to damage dealt. Logic would dictate that Pistoleers have the lowest costs, then Carbineers, then Riflemen. However Carbineers tend to do less damage than Pistoleers (for the most part due to Pistoleers being able to spam specials much more) and have higher HAM costs that Riflemen. Two simple solutions to this would be to increase damage output of a Carbineer or raise HAM costs. These costs should be proportional to damage output, and, as stated, damage output should roughly follow the Pistoleer-Carbineer-Rifleman patter, in order of increasing DPS (Damage Per Second).
Some also report that Carbine specials have higher HAM costs than other classes, even if using weapons of comparable encumbrances.

3) Special Moves:
There are numerous problems with Carbineer specials. See http://forums.station.sony.com/swg/board/message?board.id=carabineer&message.id=1589
Many of the specials have attached "debuff" effects (dizzy/stun/blind) which have negligable effects on combat. Dizzy on the FullAuto line only lasts for a few seconds. Stun and Blind don't seem to do a whole lot for combat.
LegShot3 and BurstShot2 seem to be almost identical copies of their lesser counterparts (LegShot2 and BurstShot1 respectively).
ActionShot2 has an area attack animation, but only seems to hit one mob. Sometimes it hits multiple mobs, but only the targeted one bleeds. We would like a clarification of what this attack is supposed to do, and if it is broken, would like it fixed.
The ScatterShot line always reports 1 damage in the combat window.
Delay between specials seems a bit too long, considering speed of carbines.
ChargeShot2 should work as an AOE knockdown, but does not.
CripplingShot and BurstShot both have the same in game description of "More damaging than the default attack". However, the Marksmanship line (CripplingShot) says the following: "Intermediate Carbine Marksmanship grants the Carbineer more accuracy and a better understanding on how to hit its targets in the leg to best effect". Due to this many people believe CripplingShot should specifically target the action pool. If this is not the case, then what is the difference between the BurstShot line and CripplingShot.
The animation for ChargeShot takes too long and the knockdown does not happen until the end of the animation. No other class' knockdowns function this way.
AOE effects of some attacks are inconsistant. ActionShot2 hits a random number of mobs, whereas FullAutoArea will hit most, but in 2 rounds of attacks.
The Assault Tactics line contains 2 specials which which deal low damage and stun, however FullAutoSingle1, FullAutoSingle2, ActionShot2, and FullAutoArea1 (as far as I know) also stun (ActionShot2 will stun almost 90% of the time).
BurstShot2 seems weaker than BurstShot1.

We would also like clarification on what each special does, exactly, with respect to area of effect, side effects, and approximate damage. It is impossible to guage what specials are working as intended and which are not.

4) Resists/Defenses:
Resists and Defense stats do not appear to have any effect on combat. There was a post on the brawler boards about this exact same thing, if I can recover it, I will link it here. These need to be fixed or upped to a level where they matter. Aside from that more general mention, Carbineers seem to get much less bonuses overall than other ranged classes. The Carbineer's "Defense vs X" are worthless compared to the Defenses that other classes get. No Carbineer I have ever spoken to has EVER counterattacked (in fact I have only ever seen one class do this and only once - a pikeman friend of mine Blocked - we were both astounded). Counterattack is one ability which makes Carbineers unique, without it our defenses seem pitiful. With the ability to gain the title "Assaulter", it is apparent that we should be leading or spearheading large attacks, thus many feel we should have larger Ranged/Melee defenses than other ranged classes.

5) Combat Bonuses (Speed/Accuracy):
Players feel the bonuses given are well below the norm. Compared to Pistoleers/Riflemen, or total bonuses pale in comparison. Even comparing our bonuses to Bounty Hunter bonuses (who get more speed/accuracy in one line than we do) is rediculous. Some suggest our +5s be increase to +10s or +15s at least for some of the boxes.
For comparison -
Speed Accuracy Aiming
Carbineers 35 55 4
Pistoleers 49 45 16
Riflemen 65 52 30
Also, our accuracy while moving bonuses seem to do nothing at all and appear to be situated in the wrongline compared to Pistoleer (where they get defenses we get accuracy while moving).

6) Pathetic Armaments (Weapons):
As far as Ranged Modifiers go, ours are terrible. Our Point Blank and Long Range penalties are horribly unblanaced compared to other combat classes. In addition, our ideal range penalties are so low, moving 2-3m outside of ideal puts us into negative to-hit modifiers. Comparing these mods to Pistols and Rifles it is easy to see something is wrong. Also, the Pistol accuracy mods seem to put them in a better position to be a "mid-ranged" combatants.
Weapons, when compared to other ranged weapons are aweful. On most servers, Scout Blasters are better than a majority of Carbines, and they are faster, not to mention the ranged to-hit modifiers.
Our weapons also do not scale well as certifications increase. A third tier marksman weapon (Laser Carbine) is generally considered the "best" Carbine. Progression needs to be changed so weapons get more powerful/useful as the Carbineer does. Following the logical progression of Pistol->Carbine->Rifle as far as damage is concerned, Carbines do not compare (for the most part) to pistols [only the Laser Carbine does].
Elite carbines are terrible. Compare them to a T21 rifle, and you will understand (however the DX2 for pistoleers is almost as pitiful, yet it does do acid damage so it has some legitimate uses).
Many players have complaints about the Carbine "wire-frame" model as well. If Carbines are supposed to be a sort-of oozie/machine gun then rate of fire should definately be increased (faster than pistols). It also follows that the range of damage is a bit off, for example laser carbines with damage ranging from 25 to 240. This damage should be much more stable.

7) Rate of Fire:
As is the theme in most of these ideas, logic would dictate that a carbine, as a machine gun type weapon, should have the fastest rate of fire in the game. Pistols, while light, still require one to pull a trigger and thus should be slower (whereas with an automatic weapon one would simply squeeze the trigger once). Rifles are fine, as they should have the slowest rate of fire, requiring aiming and precision before firing.

8) Comparison to Bounty Hunters:
Alot of classes have this problem, but it is clear that many Carbineers feel "shafted" compared to Bounty Hunters, as we have to spend 3 times the Carbine Experience as them, yet they are better than us. The Master Carbineer title says something to the effect of "A Master Carbinier is unequaled in his skill with a Carbine". As one player aptly put it - "If im a pastry chef I should be able to make cakes better than a line cook... make sense?".

9) Stopping When Attacking:
Many carbineers feel that the pause animation when a target isfired upon, or a target is changed, is very imparing to the profession. It is understandable, perhaps, when first initiating combat (as a large lead pumper would require some hoisting and steadying), but once in combat this animation shouldn't fire. Some people report this same animation happening every time they are hit (imparing fleeing). It is also apparent that we SHOULD be moving while attacking (see the Accuracy While Moving line), and as such, this animation/stopping effect is a bit far-fetched.

10) Carbine Graphics/Models:
Carbines and the graphics while holding a carbine seem odd. Most carbines are small and look rediculous while holding them with two hands (a DH17 Snubnose is almost the size of a pistol). The holding animations need to be reworked, or Carbine models need to be increased in size. Also, hand positions are way to far up on the barrel while firing - we should all be missing at least 3 fingers by now.

11) Knockdown/Posture Change Timers:
With Carbine, pre-knockdown patch, being the "crowd control" class, many feel as if this patch hit us much harder than others (aside from being heavily unbalanced as is). Some suggestions posed are to keep the time for only PvP, get proper Defenses working on players and mobs and remove the timer, or simple reduce the timer for carbineers specifically (this would be difficult I know). Another option follows below.

12) Crowd Control Options:
Some feel that the recent Knockdown/Posture Change hurt Carbineers as far as crowd control. While this change is for the better, Carbineers need to be reinstituted as Crowd Control Specialists. Suggestions are: adding Movement Rate reduction to some specials (perhaps 25% LegShot3 and maybe 40-50% for CripplingShot), adding some "delay" type attacks to specials (akin to WarningShot), or add some "fear" attacks on specials (similar to ThreatenShot).

13) Viablity of Master Carbineer:
Currently there is almost no incentive to gain the Master Carbineer skill beyond the title and minor bonuses. All other ranged elites/hybrids recieve at least one special at Master Level, where we recieve nothing. This would also give people the ability to NOT go Bounty Hunter and choose Carbineer instead. Besides that, the bonuses we recieve at master are weak in comparison to other classes.

14) Decreased HAM Costs as a Skill:
One suggestion proposed is to add a skill modifier that decreases HAM costs to the carbineer skill trees (perhaps only decrease Carbine HAM costs to prevent Commandos or something from gaining one line in Carbineer for the skill. A low value achieved at higher levels would be good, as long as there is some effectiveness, and this will prevent dabblers from achieving this "elite" skill as well.

15) Target Pool Changes:
It has been suggested that changes be made to the pools ranged weapons hit as an attempt to balance Carbiner. Pistols should hit action, Carbines hit Health, and Rifles hit Mind. This will help balance the 3 professions a bit.



Dr. Phrakture, D.D.S. Combat Medic, Surgeon, Carbineer - Starsider
Phrakture
Mon Sep 08, 2003 10:57 pm
#2

1) Developer Communication
2) Special Moves
3) HAM Costs
4) Crowd Control Options
5) Combat Bonuses
6) Defenses/Resists
7) Rate of Fire
8) Pathetic Armaments
9) Stopping while Attacking
10) Decreased HAM Costs Skill



Dr. Phrakture, D.D.S. Combat Medic, Surgeon, Carbineer - Starsider
SOJ
Tue Sep 09, 2003 6:46 am
#3

Phrakture, most of what has been written here has be sent away in either my first or second report. The reason that I haven't decided to write up a 3rd report for the Carbineer is because it most likely won't matter. I've sent away Carbineer report #2 over a month ago and chances are it hasn't even been opened yet. Since then I have just been doing revisions and looking over the posts here to see any suggestions, comments, issues, etc and address them if I can add them on and send them in.


If you think about it, our class would be much better if they changed the issues listed in the first report, that include the name (and in game titles), HAM costs, weapon ineffectiveness (such as the elite carbine, EE3 splash damage not working) and others. However, like many of the other professions, they haven't gotten around to changing these issues. I'm certain that they're working on them but we are not in on anything other than a "we're working on it" that we recieved many weeks ago.


Basically, what I think is that.. I don't think another report gathering is needed right now. What I do think is needed is for the devs to look at what is already out there. When I made Week 2 - Carbineer Issues, issues that would go into the second report, I immediately realized that most would put down the same issues that they had for the first report. We want major issues fixed, that's the reason. We want to see HAM costs lowered and we want to see the Elite Carbine be better and have Leg Shot 3 and Charge Shot 2work as it should. I can't predict the future, but it would be my guess that if I did make a Report #3 thread, issues such as the ones mentioned above would be posted such as HAM costs, the weapon ineffectiveness, skills such asCharge Shot 2not working and KD/PC timers in PVP/E... all in which are present in the 1st or 2nd report.. or even both.


However, I would like to say that I really appreciate what you've done. If you'd like, I'll post the URL for this in this week'scarbineer report revision I will do tonight. Every week I just add more changes, comments, suggestions and even new issues to it. If needed, I could start up report #3, but I would rather wait for any new issues to pop up after they patch,fix or change something. After all, right now there are two reports worth of issues and really none of them have been fixed.

Matatodos
Tue Sep 09, 2003 7:17 am
#4

I am in agreement that no new reports need to be made... there is no point in continuing to make them when they aren't addressing most of the issues (or addressing them very slowly). Personally I think we should focus on the issues that most affect game play. Things like carbineer isn't spelled right to me is a dumb thing to bring up when none of our specials work and we get nothing for being master.

Issue 1 - Our specials are all bugged
Issue 2 - Our specials are all bugged
Issue 3 - Our specials are all bugged
Issue 4 - Our specials are all bugged
Issue 5 - Our specials are all bugged
Issue 6 - Our specials are all bugged
Issue 7 - Our specials are all bugged
Issue 8 - Our specials are all bugged
Issue 9 - Our specials are all bugged
Issue 10 - Our specials are all bugged



Matatodos Casador
Wardy_Pantalonis
Tue Sep 09, 2003 3:20 pm
#5

SOJ, if that is the case then that is terrible. Seriously they fixed all the other classes, made some dumb nerfs, and refined classes who didn't need refining. Fix carbineers for christ sakes. For two weeks I have been killing myself using a laser carbine. If a fix doesn't come within a week or two i am dropping Carbineer completely. My patients is just about at its end.



More Darkstar
sleepdepzombie
Tue Sep 09, 2003 5:32 pm
#6

I understand that there hasn't been a lot of feed back on the carbine issues and I wasn't actively doing a lot of combat when the original lists were put together. I've been reading a lot of posts on the carbineer board to see if the things I'm running into are the same as others who have been at this for a while and the list put together here by Phrakture is really good. Thanks for writing this up.

My vote Fwiw:

3
2
6
5
4
7
11
8
9
13

I'd of course like to see some additional dev communication on the issues. However, if things are getting fixed I'll be just as happy with minimal communication saying all of our problems are resolved.



--

Keidi Iga
Arca Effex, Corellia, Bria
Phrakture
Tue Sep 09, 2003 5:44 pm
#7

Hey SOJ,
Sorry man. I hadn't seen you post in a while and thought you may have abandoned us like so many other correspondants. Thanks for remaining active. I posted earlier about this, but now I know you are still out there. I understand your reasons for not wanting to do another vote/report until they fix the first one. How about continually sending in the first one until they are fixed? I started this thread because it seemed that some issues may have changed (stopping when attacking seems like a big one now, as well as issue #1 - developer communication).

Thanks for sticking with it man, I appretiate it. If ya need help with anything, be sure to ask.



Dr. Phrakture, D.D.S. Combat Medic, Surgeon, Carbineer - Starsider
glowing_eyes
Tue Sep 09, 2003 7:38 pm
#8

Well SOJ this doesn't sit well with me at all. Let me get this straight you have got no response to your reports. That just pisses me off, I can understand not dealing with all the posts out there but what are there 20 some odd profession correspondents and if they can't even let you know whats happening then what hope do we have.


At this point I really hope you will send a pointed message to whoever is your contact at SOE and tell them at least we want an update. Heck call SOE and tell them you are the correspondent and want to talk to someone. Hey i'll even pay the cost for the phone call if you want.

Taladien
Tue Sep 09, 2003 7:46 pm
#9

Agreed on everything, good job. Couldn't said it better myself. Glad to see SOJ responding. Whens the next Major patch? becasue the KD timer has really gotten me to use some stragedy soloing those Mountain Squills in such. That timer needs to be reduced or dropped all together and get the defenses to work. As far as I've seen counter-attack seen used, I've seen myself only counter-attack once and that was in a duel back before the 75% PvP dmg reducution. Ever since then, I've onbly seen NPCs us it. You've said everything that needs to be said and fixed.
Karikaru
Tue Sep 09, 2003 8:17 pm
#10

the messed up specials i think should be a big priority, as is information from the devs, the rest are all very important! DEVS WHERE THE HELL ARE YOU!?




Test Center: Tarryn -Fencer|CH
Jaques- Tailor|Merchant|Master Artisan
Chilastra-Tarryn Hailfire -Gimped Carbineer-
Leader of the Tuskens Bane Security Force
SOJ
Tue Sep 09, 2003 9:00 pm
#11

No, I haven't abandoned this class and I still do my job every week. What I do is submit the 2nd report over and over, as revisions if anything needs to be updated (such as the KD/PC timers weren't in the first draft, but have been added since the latest revisions). I think I'm on my 4th or 5th now or so, though. Either way, I will continue to keep sending in the 2nd one until it's addressed particularly because my 2nd one includes answers to their questions they gave us on this forum.


As for getting answers, unfortunately, I haven't recieved any yet. I can understand why some Correspondents would want to give up because it seems like there is no hope. On this forum, it's upsetting enough to know that there hasn't been a post here for a long while.. over a month. Well, the same is happening to us. I don't know if I can speak for the other professions, but I'm assuming that I can, that we haven't recieved anything for over a month regarding the the reports. It's really hard to come to the forums bearing any good news when there isn't any.


The last email I recieved was about Correspondents getting terminals on the Test Center. I was excited to test the upcoming changes on the patch that included the KD/PC timers and what I thought about it and maybe if anything needed to be changed/reduced or anything before it was released. However, too my knowledge, the terminals still arn't there and the patch has been out. Maybe there will be next patch... maybe.


Those who signed up to be a Correspondent signed up because they thought that they could make a difference. They are honored that they can bear the issues of the class and send them to the Devs so that they would listen and consider the changes. Right now, we arn't getting any answers. Hopefully in time the system will be much more improved.


I will continue to gather up posts and keep sending in reports. That is, after all, the best thing I can do. They will see the reports and it will all be there whenever they decide to move on to the next wave of reports.

Phrakture
Tue Sep 09, 2003 10:13 pm
#12

Although people find that submitting another report is useless, I would think that alot of things have changed since last patch. For instance, the Timer has taken us out of the Crowd Control role, so this may be a major issue now. Issues like HAM cost and Specials will be there for a while. I would still like to see people voting on this, just so SOJ can see if things have changed.



Dr. Phrakture, D.D.S. Combat Medic, Surgeon, Carbineer - Starsider
Teako
Wed Sep 10, 2003 2:17 am
#13

I can only agree



Shintai, Imperial
Chimaera
Carbineer/Doctor
Sundari - Located in the city of Luxor on Lok - Shop at -139 -2916
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