Carbineer Archive

Thread: We are getting a HUGE nerf.

novamarine
Thu Aug 21, 2003 8:24 pm
#1

See the Holocron post on the main forum.


All knockdown and posture change moves are getting a 30 second timer.


No more pinning targets with actionshot.


I am honestlyshocked by this. The whole role of carbineers was crowd control and pinning creatures with posture changes and knockdowns. The entire carbineer line is now pointless. AoE are pointless since if you cannot pin them with a posturechange, you are aggroing more creatures than you can deal with.


Actionshot2 is nowuseless since you will aggro a large group and not be able to pin them again for 30 seconds - they second that group stands up, you are dead. Chargeshot2 is now fixed and made useless at the same time for the same reason as Actionshot2. Same story with Suppressionfire2. These skills will now be used only in emergency situations where you need to knockdown/pin a whole group that has just aggroed you so that you can try to burstrun away.


I am completely disgusted right now. Just yesterday I surrendered all my pistoleer skills to advance carbineer and now they go and make the class useless. This is the classic example of balancing a game for PvP and breaking PvE.

Kal-Rhan-Sideux
Thu Aug 21, 2003 8:38 pm
#2

PvP was balanced? Is that what a 75% damage reduction was supposed to do?


And yeah, every Carbineer opens up combat with a pin.. looks like I won't be able to fight Torton ever again. A 30 second timer on a skill isn't the solution, instead of nerfing players why don't you make the AI smarter. That's the problem.. is that the AI doesn't change its posture for a good 5-10 seconds. Knockdown was the trouble maker, in every combat profession that had it. People would spam this on AI, making them unable to actually fight back. With a posture change skill, this is really only effective against a melee mob, as in a creature that's actually worth killing.


I might as well become a fricken creature handler now..




--------------------------------------
Novice Armorsmith
Founder of Fringer Technologies (Unoffical PA)
Dark Trooper Facts: http://www.starwars.com/databank/droid/darktroopers/eu.html
Soren_dVinn
Thu Aug 21, 2003 10:43 pm
#3

This is ABSURD.


If the issue is PvP.. make the 30 second timer applicable to PvP ONLY.


If the issue is AI mobs being too easily killed, then SOE need to advertise SWG as a "minimum 4 player groups" or include Creature Handling as a free skill.


Seriously.. nerfing the principle Carbineer moves, actionshot1/2, is going to make a mockery of this class.




Soren Medicorp
Soren d'Vinn, Master Doctor of Scylla
Soren MediCorp at 6500,3800 Kaadara, Naboo

SSG: Scylla Surveyors Guild
http://ssg.ordo.cc

SOJ
Thu Aug 21, 2003 11:38 pm
#4

I think it would be best if it was just applied to PVP. Although, perhaps there should be a slight timer on KD and Supression in PVE but nothing like that. I think the basic idea is that they think that's it's cheap to keep things pinned down and have no chance to retaliate (KD in PVP and PVE and Supression for melee MOBs). I know this hasn't been tested yet but I can understand the worries for this ruining PVE. I know that many people used action shot 2 to get away from multiple aggros. It is our rule to keep these monsters pinned down or atleast try to.


For PVP, it's pretty good. When I thought they were going to increase HAM costs, I thought it would be by Static HAM costs and not by increasing the modifyers. You could easily override the higher modifyers by using a CDEF or another low special cost weapon. However, knockdown does need to be toned down in some way. Perhaps 30 seconds is too long but the skill should definately not be able to be spammed, and everyone knows that.


On a final note, with KD going to be used less.. I have a very strong feeling that even though it's already highly spammed, Eye Shot will rule all.

Aram1
Thu Aug 21, 2003 11:39 pm
#5

I have to agree sadly. While the act of useing actionshot1/2 to change posture does make some battles trivial(although I've noted that most high level creatures seem VERY resistent to posture changes either always or latley..) taking away this leaves the carbineer with very little.


With our extremely high HAM usage, which is out of line compared to ALL combat classes, and our broken skills, we really have no way to deal with enemies besides posture change. DoTing and running is not a valid tactic when most things can outrun you, and many can even if you burst run. Nor can we go prone and take out a enemy in a few shots or quickly, as action pools on most enemies is very high, and we have no damaging action attack, which legshot3 should be(currently does the same or less than legshot2 though).


So what are we left with? We can let loose Crippling Shot, or Burst shot, and watch it hit Mind, then Action, then Health, leaving us half dead, and the enemy will all their bars still over 75%.


I wouldnt have a problem with grouping.. if the grouping system in this game wasnt so horrid. So now I wont be able to solo even whites without posture change most likely. I'll be either forced to group, or kill 9 trillion blues.


Ah well. Not like any of the skills Im working towards work =)


MadBarbarian
Thu Aug 21, 2003 11:42 pm
#6

you guys are missing the whole point of this nerf. They are trying to make the game have a more challenging twist.


Think about what we learned in the manual, green easy, blue hard in big numbers, white one vs one you will win, yellow, need good tactics to win, red instant death.


Right now i can solo a dark jedi master or a mountain squill. That is not right. I welcome this nerf so it will make the game harder which in turn will make it funner. THere are no amazingly hard monsters out there besides the Krayt and others.


This is all for the best,.




Thorin Kinslee- Loyal to the Empire
Jarakin
Fri Aug 22, 2003 1:25 am
#7

For PvP...now we have to become best friends with a Master Rifleman, presuming of course that the knockdown effect on Charge Shot 2 has been fixed as well as the cone

Jara.
Matsubaa
Fri Aug 22, 2003 3:16 am
#8

I don't even know what to say, if Action Shot gets nerfed, I'm not even sure what to do anymore. I suppose I could sell back my skills and become a pistol monkey, but **edit** I hate to do that now. Anyone who decided to specialize in carbine suffered through the early "vampire" guns with HAM cost higher than their damage output. We trudged through to get the XP to get that next stupid weapon cert so we could maybe, hopefully, get a gun that lowered the HAM cost slightly. Our bread and butter was Action Shot.


Now, I'm going to be stuck with a weapon that is useless for close range combat *and* has practically zero chance of actually knocking down/killing a MOB before it reaches melee range? I had no idea that the devs loved brawler so much as to make it a prerequisite for playing the game in any kind of combat. I guess I have to add this to my list of "Doesn't work, why the hell did they add it to the game?" along with the sonic pulse traps whichcauses dizzyonly on animals who never posture change in combat and thus never fall down, the droid engineer profession whose only job right now is to make data droids so creature handlers can stuff their extra pets in them, and anything that isn't an AT-ST which can kill anything in game at all and will take a large army to kill one despite that fact that the big brother, the AT-AT, exists for that purpose and is even stronger.




Give me a shadowed forest into which I might disappear.
Give me a terrible foe and stack the odds against me.
Give me friends and creatures with whom I can share my adventures, my losses and my gains.
Let the gales blow and the world be torn asunder but don't make me stand alone against the tempest.
TacAdi
Fri Aug 22, 2003 4:11 am
#9

This is totally uncalled for. 30s timer for PvP is great, eventhough I'd prefer melees getting high knockdown/posture change resists instead, but PvE will severely be hurt. Now, in PvP, there's no stopping for a pistoleer to come to point blank range to fight except to run for it, which is both an annoying way to play and unrealistic. In real warfare, a pistoleer wouldn't be able to run to point blank range as the incoming fire would keep him back - like it used to be before this change.


What's our role in PvE now -to spamCrippleshot? This is looking to become a dice game where tactics and skill have no role whatsoever.





__________________________________________
Volan
Imperial Squad Leader and Carbineer, Eclipse
Mollarimar
Fri Aug 22, 2003 4:30 am
#10

Dont forget -


  • increased penalty for firing while moving
  • increased defensive bonuses for moving targets

  • so when we all have to run we are even less effective, that equals all carbineers are worthless


    Do they ever think before they change the way the whole game will work.



    We still want to investigate:



    • Move costs for cabineers (lol, still never even looked into it yet, why even bother)
    • Move costs for unarmed in relation to their damage
    NiteBird
    Fri Aug 22, 2003 4:47 am
    #11

    Right on, novamarine.



    ________________________________________
    Forgive your enemies. It messes with their heads.
    Wrathan
    Fri Aug 22, 2003 7:31 am
    #12

    This will be the cause of my departure from this game.




    Ellijah
    Kal-Rhan-Sideux
    Fri Aug 22, 2003 8:10 am
    #13

    I'm 100% positive that adding a 30 second timer to a posture change skill, especially for Carbineer, is a big mistake. First of all, it's our bleeding shot. Second, it's our crowd control. Third, it's our last-ditch-effort.


    I don't know how this happened, I have no idea where they got the idea that Mind, Health and Action shot were a problem. Here's a little story..


    I took a mission to take out a Trade Federation base on Rori, I needed money for a ticket off that useless planet. When I get there, I see a yellow con with something around 4k HAM, and I'm wielding a Laser Carbine. I moved up in Counterinsurgency for Burst Shot, and for the Counterattack mods. But since the mods don't do any good, I have to depend on pinning my target if I need to get the hell out of there. Using Action Shot 2 isn't just for using DOT, it's to save my dear sweet time. Because they don't deathblow, and when they incap you, it's a 100 second timer.


    There are also white cons there, I figure I'll take them first. So, I take a normal shot, and that gets the yellow con's attention. Great, I have two on me that are firing for 150-230 damage every second. So, I hit action shot 2. I miss both targets, I'm still running.. waiting for the 4 second timer to wear off is an eternity in combat. I fire again, and I miss again.. by this time I'm hitting peace mode and spamming my stim hotkey, but its waiting for that 4 second combat timer to drop. So I hit my stim B's and I heal for around 240 points. That's nothing, it's gone with one shot from the yellow con. Now, I'm incapped. From the distance they're making funny faces, and I'm swearing profusely to myself.


    Now.. I get back up. I tag the yellow con since he never went back to his base, he just sort of stood there waiting to TEF me (as the AI likes to do now, they incap you and camp your body, you stand up and try to run.. hellow incap timer!). So, I hit my stims, use an action shot and hit. It's a good one, he's bleeding out for 600 or so points. Now I move off into the distance while he has a 5 second posture change, and I hit my stims. He stands up, and pulls out a ranged weapon, and from a good 70m starts hitting me. I hit my stims and move in, use a posture change. Then I run a good 80m away and lay prone, waiting.


    He comes running, I aim and use Burst Shot, its a miss, and he uses Full Charge shot on me for 400. Seeing as I only have 1000/900/600 - I'm screwed if a hit like that gets through. I use a posture change twice to get him prone, then I run around his position out of range to heal.. it goes on like this for a while, posture changing is ESSENTIAL for PvE, because if you don't use it, theres a good chance you're dead. It's the only thing we can use against higher end mobs to save our asses, and it's really only effective for two things in PvE.



    1. Fleeing a battle you cannot win

    2. Knocking a powerful Melee on his ass

    It isn't putting us at a great advantage here, because firstly, mobs have a lot more HAM than we do, and do a lot more damage than we do. It still drains us like crazy to fight a higher end mob, and we don't always penetrate their defenses with this skill. Why you guys want to add a 30 second timer to this skill is beyond me.. it'll add more than a challenging twist, it will add a brand new PvE imbalance. Now if this change is because of some PvP issue.. well lets remember one thing, a player can stand up at will..


    I support the change to Knockdown, because that's the only thing people are really complaining about. I've never heard a single person make a complaint against Health, Action or Mind shot.. not one. But yes, Knockdown was a big problem.. I saw too many Bounty Hunters at Mos Taike spam knockdown with their pistol, while their gigantic pets worked them at close range.




    --------------------------------------
    Novice Armorsmith
    Founder of Fringer Technologies (Unoffical PA)
    Dark Trooper Facts: http://www.starwars.com/databank/droid/darktroopers/eu.html
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