Carbineer Archive

Thread: A happier side to Carbineer then most seem to portray

DrRamoldar
Sat Sep 06, 2003 3:47 am
#1

Figured I would toss up a post about last evening that put a smile on my face and maybe can do the same for some of you who enjoy the carbineer class as well. Anyways, last night was sitting around with a bunch of people, they had organized an ingame bacherlor/bachorlette auction while waiting for people to show up a few people decided to duel. One of which was a commando who pulled out her flamethrower. First person she fought, duel starts, WOOF the flames shoot out, he shoots a few times and falls to the ground incapped.


Few minutes later after everyone got done talking about how powerful the flamethower was the same commando dueled a pistoleer. Duel starts, WOOF the flames hit but at least he lives and starts pelting her, WOOF, second wave of flames hit and hes down. I finally decided what the hell, never been shot with a flamethrower yet so why not so I challenge her. We square off, was agreed, no KDs, just blast and see what happens. I intiate the duel and am waiting for her to do it as well. She finally initates the duel and WOOF I am hit with flames for 1400 dmg, but.. I was wearing armor that cut that in half. My first crippling hit about the time the flames hit me, 2 more cripplings and she was laying there incapped going what the hell..


Now the above wasnt meant to say carbineers are really powerful, but I keep listening to people talk about how powerful there weapons are but they go up against these people with just clothes no armor. Armor is in the game for a reason and though the encumberances can be tough it can provide a heck of a lot of protection. I will agree many things in carbineer could use some work, but to listen to people go off constantly about how powerful such and such a class is and how weak we are just gets to me. I hope some of you can find some humor in this post and that there are some people out there like me who still love playing the Carbineer class.


Ramoldar

Jazhara
Sat Sep 06, 2003 3:55 am
#2

Hey, i love my EE3 'Pumpgun'


Flamethrowers are AP 0 and heat damage. Just wear armor


Commandos have a long delay to fire their weapon again, so i think it's kinda balanced.



I wouldn't give up my carbine for other weapons in game, i only try to adapt my tactics and hope that the devs fix our styles (couple aren't doing what they should do)



Jazhara


Master Doc/Carbineer - Eclipse

Daggon
Sat Sep 06, 2003 4:55 am
#3

Well one thing I do like the Full-Auto area attacks, they're still a little wonky in that they don't seem to wrok right untill the things you hit are in combat, but if you can get the timing right these attacks to be devestating in group combat. In PvP the trick is to wait a few seconds before going into combat so you don't draw all the fire to yourself. Just wait till your squad starts in on the enemy that slam out some AOE damage, this is a great tactic as it can really throw enemy medics into a panic when they see their whole group getting damaged. Just make sure you have a medic (or serveral) in your group and they know you're a carbineer so you get heals quickly.



Wake Up! Time to die.
Daggon Sallaran
Investigator\Mercenary Kettemoor
Kaellok
Sat Sep 06, 2003 5:08 am
#4

i used to love the carbineer class. now i like it ok, mainly b/c i don't feel like switching to anything else or surrendering the massive exp i've ground out. training up dancer to stay in the cantina while i decide what i want to do in-game. i've been bored lately anyway (last week or two) and i haven't mastered the entertainer tree yet..so what the hell =)


i'm truly glad that people still love the profession, and hope i feel that way again someday, too

Rencon
Sat Sep 06, 2003 5:27 am
#5

I am still happily on my way to Master Carabineer. Although I believe that our porous in PvE was the ability to hold targets back with our AoE posture change and that this nerf should have effected each class differently, because we do not currently have that ability, or they should just pull their heads out of you know where and fix the defensive skill mods instead of using broad sweeping nerfs to fix isolated problems. But I am awaiting the day when they fix fullautoarea2 so that is actually has the chance of dizzy/stun/blind, than fix chargeshot2 so we have our AoE knockdown and we will be able to completely fulfill our roll of carabineer. Which as I see it, is to be the middle men, hold back rushing melee to keep them off of our snipers and support personal, than deal a critical time consuming blow to a large number of people in order to open up the gap for a "charge" (hence charge shot, hence why we charge forward with it) for our melee to close in and finish it off.


Think about it.


Riflemen start hitting specific targets (commandos, medics, doctors, and other riflemen)


Carbines posture change any group of melee that tries to cross no mans land so that riflemen can acquire and deal large damage, we give covering fire.


When we have the upper hand and are ready to charge no mans land, we start throwing in FAA2 and riflemen back us up with Flurry shot 2, targets are prepped, ready for charge, carbines all stand up and give a war cry rushing no mans land laying down chargeshot2 and escort melee personal a crossed the gap.


Melee hit the opposing line brave heart style with heavy hitting area effects being executed on mobs of people who are for the large part stuck to the ground because of our area effect dizzy and KD. We help hit any hard melee targets or medics with crippling shot, riflemen back us up and take out anyone trying to reinforce.


That is how I believe the DEVs want to see combat in SWG. PvP was not intended to be for the most part to be 1 on 1 (which bounty hunters dominate, and should) nor was it intended to be 3 on 3, 5 on 5, or even 10 on 10. No, I am talking more like 3-5 groups of 20 minimal on each side facing off in Galactic Civil War fighting to the death to either take or hold a major objective that has the potential to swing the outcome of the galactic conflict.


When the day comes that the bugs are fixed, classes all have their abilities working, large PAs come together under their common faction, and all out war breaks loose in a massive scale... when that day arrives, you will thank your stars that you are a carabineer. You will wear the title proudly, and you will fight in battle with honor, to the death, for glory or naught, because you will be the core, the infantrymen. Now...


FALL IN TROOPS!!! WE GOT A REPORT OF ENEMY MOVEMENT 13 CLICKS TO THE NORTH NORTHWEST. SUSPECTED LIGHT INFINTRY WITH MINIMAL ARTILIRY SUPPORT. NO REPORTS OF MECINIZED UNITS. FIRST PLATOON FORCE RECON HAS ALREADY DEPOLYD IN THE AREA TO THE NORTH, WE ARE FORMING UP, AND MOVING INTO AMBUSH LOCATION PER THEIR RECON. GOOD HUNTING, MOVE OUT!!!




__________________________________________________
Col. Rincon Sari
Left For Dead, Bria.

ARR Armor: -4435 -5180
Rincon's Weapons: -4415 -5270
STRONGBADIA, NABOO


Kaellok
Sat Sep 06, 2003 5:42 am
#6

unfortuantly, there would have to be a 30 second time difference between EACH kd/pc. because its' tied to the mob. the MOB. why? magic.


your vision DOES seem like a good one though, and one i wouldn't mind seeing. it incorporates tactics, strategy (yes, they ARE different), grouping, and most importantly, NO PETS. /sigh, ok, you can have pets...but please, not a whole zoo?


the only vision i'm getting out of soe from the nerfs/fixes/changes that have been handed out as far as combat goes is...thou shalt have a pet tank, or thou shalt have a dead melee or 12 and dead rest of group. all the proposed melee-tank 'buff' is isan increased chance for their dodge/counterattack/block skill to fire. wooptie-doo. how about higher ham (pets), increased ability to take damage, i.e., insanely high resists + armor (pets) or the ability to keep the mob from attacking back (what we had before. needs modifying and tweaking, i'll be the first to agree.)


umm, pet wars...that's what i'm getting from soe. first, pets are not perma-death. then, everyone can have 2 pets. NOW, if a BE creates a pet cl 14 or less, they can be transferred without having to have the transfer command, thus making it EASIER to get pets (after the fix for not letting pets be transferred without the transfer command being trained. not live yet, but soon to or at tc)


please, someone tell me i'm wrong

MoonhellWarriors
Sat Sep 06, 2003 7:23 am
#7

I could only ask for one thing, The stance change...I am not asking for a stance change every shot but at least make the cooldown to 10 sec or 15... I have to keep masterscout (trap4) just to make sure I wasn't going to get owned by some huge creatures. In a group I don't see a difference but alone... I can't hardly have some time alone and survive.


Honestly Carbine is awesome but these changes were maybe too high to usefull, i'm pertty much worthless unless I onl heal my team in a combat.






---===============================================---
Zag Hazumason / Fall Hazumason
-Leader of Revolution industries on Sunrunner-
Corellian Alliance -OS | AEGIS | RCS | REV | ERIS -
I R COMBAT DOCTOR

Twentytolife
Sat Sep 06, 2003 9:27 am
#8

Just to comment on the BH own all....


I have taken master carbineer with 3 CH carbine boxes.


Bounty Hunter = My B1tch


Twentytolife
Sat Sep 06, 2003 9:28 am
#9

3 BH carbine boxes.. Not CH.. Doh !
Kinsei
Sat Sep 06, 2003 9:30 am
#10

Ya, that is good to hear. That the class isn't so useless. I just decided to picked up carbineer yesterday. Been meaning to for the longest time but all the posts I saw when I initially visited this board was bad. Held me off for about a week but carbines look too cool to pass up. I am hoping to eventually use a DXR6, Imperial Troopers use these sometimes. I don't think they get the standard issue but it looks cool. I was previously a pistoleer andjust got the Trickshot title (the new Stances and Grips line), halfway intoMarksman and the new Grips line. I just got bored with pistols. They hit very fast but it just feels like throwing toothpicks at creatures because of the low damage.


Right now I'm thinking of either pairing it with either the Fencer (for when things come to melee range) or Doctor (for the high HAM costs and I'm already a master Medic so it's like a skip and hop away) profession. If I go into Fencing I will have the ability to bleed two HAM pools (health and action) in different situations and might even be helpful in groups but that leaves me without the Medic profession. Also, bleeding two different HAM pools seems to be a waste of time in most situations. I would rather not have to go Pikeman just for the action targetting ability. Doctor makes sense since it will let me keep my Medic profession. But fencing is just too cool. Both have high HAM costs. A melee class could supplement Carbineer very well since most carbines have bad accuracy at close range (where most creatures/NPCs would find themselves). Hmm, that is a predicament.


Anyway, hopefully I will reach novice carbineer soon... when the servers eventually come up.




* * *
- Slowly taking over the Universe, one profession at a time.
Former Musician, Dancer, Swordsman, Creature Handler, Combat Medic, Pistoleer, Bounty Hunter, Tailor, Architect, Rifleman, Pikeman, Fencer, Teras Kasi Artist, Image Designer, Carbineer, Smuggler, Doctor.

Currently a Spy.
Good bye, choices. We will miss you!

- "Don't feed the animals."
crazyrobo
Sat Sep 06, 2003 9:40 am
#11

For me, the only reason why I'm reluctant to go into carbineer is that bloody pause before you fire.
Seph_Iroth
Sat Sep 06, 2003 9:46 am
#12

robo carbiniers ARENT suposed to fire first. we arent the super powerhouse run out and take all the damage people. we can do damage but we have to stay out of the line of fire because our HAM costs are high. we are there to both piss off the enemy and suport the other players



Y || Seph || Y
Yippy! Just the thought makes me giggle like a little school girl.
I hear the horses' thunder down in the valley below,
Im waiting for the angles of Avalon, Im waiting for the eastern glow.
Rencon
Sat Sep 06, 2003 11:11 am
#13






Kaellok wrote:

unfortuantly, there would have to be a 30 second time difference between EACH kd/pc. because its' tied to the mob. the MOB. why? magic.


...


please, someone tell me i'm wrong







No you see, the only thing preventing us from sticking a boatload of things to the ground right now is the nerfed/broken/lame aspect of dizzy. This is how we could be the powerhouse class of the game when it comes to battles.


1. FullAutoArea2, It is a powerful area effect attack that has a chance to stun, blind, and dizzy. It is cruently broke and dosn't work.


2. ChargeShot2, It is a powerful area effect knock down.


5 carbiners have respected overlaping fire arcs. all fire 3 FAA2 shots into enemy lines. Majoity of the enemy is now taken heafty daamge, is stuned, blind, and dizzy.


2 riflemen backing them up fire flurryshot2 to help make more people turn up dizzy while the carbiners are unloading the FAA2 shots.


Same 5 carbiners now fire off 2 CS2 s while using the animation the right way and charging at the enemy, thus knocking them down, the majority of them.


Enemy is now knocked down and dizzy, thus stuck to the ground for a period of time.


Melee is on them, maybe even burst running hitting them in a classic clash of steal and creating massive death. Imagin some 2H Swordsmen hitting a big pack of people who are KD and using area attack 3.... result? lots of dead people, and it is now time to mop up and call it a day.




__________________________________________________
Col. Rincon Sari
Left For Dead, Bria.

ARR Armor: -4435 -5180
Rincon's Weapons: -4415 -5270
STRONGBADIA, NABOO


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