Carbineer Archive
Thread: Am idea for carbineers
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ormavon
Tue Feb 17, 2004 10:53 am
#1
ok, i already posted this under the combat:carbineers ideas on the concept page, but iwanted feedback from other carbineers.
i see carbinners as a mobile assault team, the standard troops, and it seems many others do as well. As being such (other than needing more accuracy while moving) i think carbineers should be good at controlled barrages of fire, bursting off several rounds in order to keep heads down, while closing the distnace, and in lgiht of this, i think what carbineers need at the master lvl is an ability called barrage fire. This would be a special that shot off multiple rounds at once. I.e., when used, instead of shooting one big damage shot, an ability that fires like 10 normal shots at once. To implement this, have the accuracy reduced when using this attk, but every shot doing its normal damage, and also be an AoE. Let me explain a little further, in the example below:
If used on one mob, with a carbine that does say 120-200 dmg, if 7 of the 10 shots burst off hit, then each shot would do 120-200 dmg to the single mob. However, if there are say 3 mobs within so many meters of each other, than the 10 shots is divided amongst the 3 targets, again, each shot doing its 120-200 damage. Perhaps give a slight damage boost to this attack, but have a longer delay time. This reperesents the crowd control idea, and the idea that the carbineer closes the distance to the target firing several bursts at a time.
Riflemen and heavy weapons guy should be good at shooting one big damage shot, but carbineers shouldexcell at firing multiple mid damage shots at a time, providing the main firepower of a group or squad.
Also, along these lines, carbineers should get so much normal carbine accuracy, but more carbine accuracy while moving (so should pistoleer). As it is now, most carbines are best used from about 40-50m away, and not moving at all, and this makes no sense in terms of what a carbineer should be. Charge shot is a good term for what carbineers do, but not in its actual game function. Charge shot should literally be a burst forward while shooting off many rounds at once, not one shot that does a mid damage hit and kd's. I think every prof should have one kd attack, but each prof should have at least one specials that defines what that prof is, and it sohuld be granted at master, showing you've perfected your prof and to prevent dabblers from getting the best abilities with little sp used. Overall, give the carbineers some ability that represents that they are the mobile ground troops, instead of the sit in back and provide support fire. These are the backbone of a squad, not the support fire guys, so lets see this represented in the game.
FEEDBACK to this would be great, so i cna see what others think, carbineers and non-carbineers alike- ormavon
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