Carbineer Archive
Thread: Something from a FanFest Report
Message Edited by Craxus on 06-05-2005 07:00 PM
Report from Dev talk: Fan Fest Anaheim - Jedi forum
Since that quote tells only one part of the story.
Second read this:
Joras' FF report - smuggler forum
appearantly,
+root+ will be heavily "nerf'ed"
Third I didnt knew that rifleman had a +root+, I thought only the pistoleer and the smuggler had that move and it did fit their "role" in combat, although from the very beginning the concussions shot of the smuggler should have been a paralyse, at least, as far as I know and how I interpret the description, and it should break on damage (the smugglers concussion shot).
Fourth
I dont want a root in carbineer. I dont want to be just like the pistoleer or the rifleman or the smuggler with a carbine and I dont want a root, just because its currently the "best stat you could have". +root+ed target still shoot you, so what s the idea of rooting somebody who is standing anyway.
I want something that distinguishes carbineer from the other profession and that used to be with our area posture changing attacks.
I want area knockdowns, area posture downs, area stat applying shots I want crowd control abilities
.
The devs are mixing their MMORPG crowd control skills up here and I hope they don't end up making snares worse than they already are. A mez immobilizes and takes you out of the fight until you take damage. A snare reduces your movement or attack rate (or both) and lasts for full duration or until you get the effect removed (usually by a counterspell in a magic-based fantasy game). Damaging a snared opponent usually does nothing to remove the effect of the snare.
If the devs choose to interpret the snare effect in SWG as a mez that will be unfortunate. Crippling shot allows us to kite. We have been given only two skills within the carbineer profession to use for kiting and one of them (charge shot) has a 30 second immunity. Making the other one (crippling shot) break on damage would suck. I wouldn't be averse to a long reuse timer like stopping shot (if the snare always sticks) or an immunity timer since I usually use crippling shot on a target once during an encounter. Timers would help to keep from having a target permanently snared, knocked down, or rooted.
The problem does not arise from pistoleers and smugglers using +root+ attacks the problem is rifleman use it. If you fight a rifleman, it can really be a big problem getting around the fact that you are +root+ and he is at 65 meters. This isn't a complain merely a concern.
I am relaxed I just had an idea and it was late at night so I thought I'd share it. RIght now even though we aren't much like the discription given in the CU docs I am happy with our profession, and for the first time since I started this game I have the template that I actually enjoy playing.
Message Edited by Craxus on 06-05-2005 06:57 PM
And why is everyone so adamant that we NEED a root in order to survive? Who gives a damn if a Pistoleer roots you? You outrange and outdamage him anyways! Use your template's strengths and you'll just /laugh when someone tries to root you.
Craxus wrote:
The problem does not arise from pistoleers and smugglers using +root+ attacks the problem is rifleman use it. If you fight a rifleman, it can really be a big problem getting around the fact that you are +root+ and he is at 65 meters. This isn't a complain merely a concern.
I am relaxed I just had an idea and it was late at night so I thought I'd share it. RIght now even though we aren't much like the discription given in the CU docs I am happy with our profession, and for the first time since I started this game I have the template that I actually enjoy playing.
Message Edited by Craxus on 06-05-2005 06:57 PM
You could get both range attack arms and enjoy the tells whining about how your cheating
Craxus wrote:
Actually I like my normal arms with my E11 mark 2 just fine. What I would think would really benefit our profession is a sidekick Carbine Monkey. A little spider monkey with a shriner's hat and an Elite Carbine.
It shout talk lots of trash. This would beat a faction pet any day.
LOL. A "carbine monkey". Kinda like a caddie that talks smack all the time. You tell him to behave and shrug a lot acting like you can't do anything with him. That would be rich.
Making him a Carbine Caddie Monkey would be great too. Think about......Your person shriner capped assistant giving you advice on which carbine to use.
Just... and example:
Carbineer A aproachs a Bantha near the Sarlacc pit on tatoonie and asks his CCM, "well it looks like a good job for my laser carbine."
The monkey response, " You are so stupid sometimes, Its hot out here and your going to use HEAT on an animal that live in Extreme HEAT. Plus look at that fir coat Do you have any Idea how terrible that is going to smell! Use you're proton carbine, you should have been a crafter..."
Carbineer responds, " I don't have a proton carbine, it's a Master Bounty Hunter weapon!"
CCM looks completely confused, " wait let me get this straight your just a Carbineer and not a master bounty hunter?"
Carbineer A, " Yeah, so?"
Monkey, " well back to killing kreetle....."
Message Edited by Arucard123 on 06-08-2005 02:11 PM