Carbineer Archive
Thread: Carbineer Issues, Please Read
Here's what I need from you all:
In this thread please list all problems/complaints/whatever you have with the Carbineer profession and I will compile them and hold a vote for top 5. SOJ if you do not want to do this anymore, please contact me about proxying your position, so something gets done around here.
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As far as my issues go:
Crowd Control - I would like to see carbineer's put back into a Crowd Control role. The Knockdown/Posture Change timer drastically changed the class. Perhaps adding a movement rate reducing shot (we can already shoot the legs, it should slow them down).
HAM Costs - not that much of a deal to me because I can buff my burn rate stats, but unbuffed, I kill myself before the mob does.
Weapon Effectiveness - Pretty much carbines are ethier ok or good - the only one rated "good" on most servers is the laser carbine. I believe the laser, with AP2, should be lowered in damage and become a special purpose weapon for armored mobs, while the elite should be increased in damage.
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so, not to be mean, but after less than 1 hour of unilaterally deciding to take over soj's job you're already ready to quit? please forgive me as i laugh
true, we seem to be the silent minority. true, its a rather thankless job. true, we (ok i) can frequently be bitter/sarcastic/cynical, but you were still volunteering for it without any sanction from soj or the devs that i can see. IF soj wants a 'proxy', then i'll wait until he says so or i don't hear anything from him for a long time. on a brighter note, thank you for being willing (for at least a half hour or so, lol) to take up a thankless and un-satisfying job. and to throw you a bone, here are my top 5:
1) what is your vision of the role of a carbineer? ie, why should someone be a carbineer instead of any of the other combat professions?
2) do you think that your vision of the carbineer is true at this moment in time, and what (if anything) are your plans to bring the vision and the reality into alignment (assuming that they are different)?
3) what has been the rate of growth for the carbineer profession? ie, are there more now than 2 weeks ago? is it shrinking? is it growing? is it staying constant? how many masters are there, in comparison to those who only master a chain or two? does this seem consistent with how you would like the carbineer profession?
4) how long will it be (estimate as to how many days, patches, weeks, months, etc.) until all the spelling of 'carbineer' is consistent throughout the boards and the game?
5) do you intend to keep the kd/pc on a 30 second timer tied to the mob for good? why? what was the reasoning behind tying the timer to the mob, instead of some other aspect? does this timer fit your vision of how you would like to see the carbineer profession develop and progress and fulfill his/her role in-game? if not, does it better fit the roles of the other combat classes, and, did the necessity of it change your vision of the carbineer profession?
as you can see...i'm mostly concerned with what THEY think our class is currently and should be, because quite frankly, i'm at a loss
Thanks for posting. All I am doing is compiling the list for SOJ to send them.
Well, after a somewhat frustrating day, I'm more than happy to tell you the problems I have with the carbineer class.
First off, carbineer seemed to be a big 'debuff' class. But noone seemed to think about that when putting in the Knockdown timer. Now I have discovered that actionshot 1 & 2 both block people from using knockdown and suppression fire - but don't seem to actually knockdown or posture change a mob.
So, what can we do exactly? Well, we have AE shots but they're not consistant. There's no guarantee that any given effect will hit the mobs in the cone (even without the little miss) or even that they'll hit the one you have targetted. It's rather frustrating to use actionshot2 and watch it apply the bleed to something other than my main target.
We also seem to have been hit severely on accuracy. I am now missing at least twice as often as I used to. I have 3 boxes in accuracy, but even prone at ideal range I can still easily miss. I don't care if we have as much accuracy as a Bounty Hunter, but I don't want to have to -be- a BH just to hit creatures. Of course... this may be in part related to the bug that makes the game think you're running 10 seconds after you've stopped. Who knows, maybe it's applying all those 'moving' modifiers. After all, going from kneeling to standing counts as running for the next 10 seconds. Maybe going from standing to prone does too.
Which brings me to my next topic - charge shot. Okay, we get a knock down. We get a knockdown that I have missed with 3 times in a row. Now, if I could be kneeling or prone to use it... Okay, yay! I have a chance of hitting. But instead I -have- to be standing, and it makes me run... but it's supposed to be useful even though it lasts for an exceedingly short time even if I am lucky to hit. At this point, I'm not sure I even want to know what Charge shot 2 is like.
And then there's the HAM costs. As has been pointed out before, HAM costs equivalent to a rifle mean that we're taking twice as much because we fire twice as fast. But we don't do more damage for this improved cost. The pistols, which are exceptionally fast have a very low HAM cost to compensate. It's true that the carbineer has more debuffing attacks than the pistol, but... they don't seem to do much good so it's hard to see the point.
Then there's the defense issue. I know it's class envy, but I can't help it. Despite being the 'firefight' class, we don't have any ranged defense, while the pistoleers get the keen dodge which lets them duck out of the way. But... we get increased knockdown defense! Yay! Of course, now that there's a 30 second timer on KD that's a lot less useful. And I don't think I've ever counterattacked.
And more class envy. About the only specials I use are actionshot1& 2 (only when solo), crippling shot and warning shot. But I could be a pistoleer with stopping shot and healthshot 1 & 2 and do the same thing, only for more damage and lower HAM cost. I don't in part because I don't want to start all over again, and because I have hopes that the carbineer will really become an effectivecrowd control-debuffing class.
And then there is the 'Elite' carbine. I don't know of anyone who actually uses one because as cool as it looks, there is no purpose at which it beats out another carbine. Part of that is a crafting issue, because a DH17 with fewer resource restrictions can be much more heavily experimented. But even so, the DXR6 is what I use if the creature is vulnerable to acid. The laser carbine for armored creatures, and the heavily experimented DH17 for everything else because its dps is higher than the elites and it has a lower HAM cost.
There. These are my problems with the class right now. I think it's time for me to sleep.
My biggest issue, that everyone seems to touch on, is the HAM. I'm tired of hunting with my CH friends and being the only player that needs healing. I use specials for xp and to save my friends pet, but in the process beat the living hell out of myself. One hit from a creature can mean an incap or death, especially sincew I'll miss the first 2 shots at the creature attacking me. To me carbine has and does = machine gun, therefore it like any other weapon should be able to excel at its role. A riflemen snpies, not a carbineer, but when we can't at least be gunners? Sorry off topic on another problem.*sigh
It is a long road we travel, and we travel it together
Carabineer/nov med
Guns- Compare guns to the other classes. No need to say anything more there.
specials - Our specials do not work properly.I have never stuck a dizzy, blind ect using the fullauto line.Chargeshot 2 doesnt work at all. What good is legshot 3? any different than 2?
damage - We are the least damageing fighting class in the game. Pistoleer outdamages us 2 to 1. dont want to talk about commando's and BH's, I agree they should outdamage us, but not 20 - 1.
I like the knockdown timer somewhat in PvP, although that was the only way for me to win a fight against another fighter class. Now that you put in the timer, upgrade something of us to give us a fighting chance.
I was always under the impression that a carbine was a machine gun type weapon. Why then are we not the fastest firing gun in the game?
Bottom line, we are at the bottom of the barrel for fighting classes. I would drop it all if I didnt spend so much time getting it to Master.