Carbineer Archive

Thread: Carbines used as crowd control and my response to Nova...

irott
Fri Dec 19, 2003 12:24 pm
#1

Well you asked andI willdeliver.


It is true that commandos, BHs, pistoleers, etc have AoE specials... but they are few and far between. (unless they have changed since last I saw... if they have enlighten me.)


You use a rifle to shoot at one target in most cases... its not automatic or semi-automatic. Pistols are similar but more versatile as they are quicker and you should be able to get a few rounds off ina small area in a short amount of time.


Commandos are a little different... A flamethrower does cover a wide area, just not a long distance. They also have grenades and thermal detonators... whichis a totally different kind of area damage.


Now to carbines. They are larger than pistols so they pack a punch, but not as restrictive as a rifle. Its the perfect crowd control weapon. Specials like AoE KDs, AoE suppression fire (is suppression 2 supposed to do this?), and AoE bleed should round this out. Sure they shouldn't be as powerful as a directed attack at one target. But thats not what they would be used for. As I said in the "Quickly" thread I am all for a AoE bleed. But as long as it is only as powerful as the first bleed. I don't want us to suddenly become a solo unstoppable force.


Tactics is what the combat system needs and TH has informed us this is whats comming. And really what this game needs is a crowd control/suppression class. Carbineer is the best man for the job... and has been since the beginning. I mean really, why did all of us become a carbineer anyway?


I will come back to this post, after I have had some coffee and had time to clear my head. So pardon if what I wrote was jumbled and directionless. Quick summary: Carbines = Crowd control/suppression weapons.




[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

oida
Fri Dec 19, 2003 2:15 pm
#2

i became one cause my holocron told me to.I found out something in the meantime...i love it! no more jedi for me. master carbineer/bh carbine all the way.



cheers


oida

Roarrk
Fri Dec 19, 2003 2:49 pm
#3

It is my opinion that this game is pretty hugely flawed and does not often require grouping for the fact that many combat classes are totally self sufficient and the number of repetitive/crossover attacks is far too high. I believe that there is actually very little difference between most professions when it comes right down to the final evaluation. Sure, one shoots a little faster, one does a little more damage, etc. But I think the game would be much more interesting and compelling if combat professions complimented each other much more and that the key to most battles was a matter of strategy, interrelated professions (and effective use of them) and "veteran" abilities.


By this, I mean I think that much of the current system and professions actually work in opposition to teamwork. For instance, carbineers shoot at action (or are at least supposed to). So when we group with a rifleman, we work against them in efficiency of bring down a target. Same goes with pistoleers. Instead of giving us valuable and complimentary roles to each other, we are basically pitted against each other. It doesn't really matter much that their weapons should be short range and riflemen should be long range and that both should be needed toeffectively win a large skirmish.I believe a much more entertaining combat system would be one that distributed important and interesting abilities uniquely (got that... not everyone should have the same stuff!) throughout the professions.


Essentially I would like to see the ultimate package developed for killing/destroying/controlling your opponent. That would be a person who can set things on fire, knock them down, dizzy them, disease them... well, you get the point. You then take this ultimate pie and slice it into small parts. So that only when they are fully combined to you have the ultimatepower available in the game.For instance, a carbineer could take the role of a crowd controller. They would be the best at suppressing enemies through rapid firings, but they would not tend to cause all that much damage on their own. They could apply some very useful status effects that help other professions, but we should not have a dizzy, burnand a knockdown (etc.)all to ourselves. This means that we are dependent upon other professions for the ultimate "combos" that cause the most devastation to opponents. This is not only realistic, it encourages grouping and larger PvP skirmishes and introduces a much higher level of strategy into the game if this is the primary mindset driving things rather than self-sufficiency.


Granted, the game has this mindset at times, but not nearly enough and we seem to be going further and further way from it by the day with more and more professions having essentially the same abilities that are just counterproductive to other professions (must every profession have bleed 1, bleed 2 that works against the bleeds of other professions, must they all have one area effect, etc. etc.).


I'd rather see a system where things go down the fastest and most efficiently when professions are using their complimentary abilities. For instance, an AT-ST should go down fastest when commandos use some ability that stacks on top of an ability of pikemen which needs to be done first and which is further amplified by a droid engineer using his new sabotage command, etc. See what I'm getting at? A system based on further teamwork and stacked abilities rather than the new breed of completely self-sufficient destroyers who heal their own wounds, buff themselves, area attack, bleed, etc. There is very little that is truly distinct about the various professions these days and when there is, it rarely makes sense.




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The Watchmen - Harbingers of Balance
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