Development Cycle Archive
Thread: IC 1-3: Combat Roles; Carbineer
What defines theCarbineerrole in combat?
Chaos. Carbineers squeeze the trigger and start spraying bullets (or laser blasts, as the case may be. :smileywink
In all the chaos, damage will be distributed across everything in the Carbineer's line of fire. There will be lots and lots and LOTS of status effects (KD, stun, slow, posture change, etc.) So to be concise: AoE and status effects are the Carbineer's focus.
What basic combat elements should they possess?
AoE abilities and abilities that inflict status effects. Carbineers should be the masters of status changes, above and beyond all other professions. To balance, Carbineers deal less damage to individual targets, so their efforts are only truly realized in group combat situations.
What offensive abilities?
Standard AoE random pooldamage (low/high levels). Both single-target and AoE versions of each of the following: KD, stun, posture-change down, dizzy, [possibly] intimidate. For the sake of tradition, low/high damage, single-target (no AoE)versions of action-targeted shot (Leg Shot) and bleed (Action Shot).
What defensive abilities?
Damage Mitigation (of course). Certain status effects as described above could be considered defensive, especially KD and posture-change for stopping charging melee attackers. Carbineers should be able to "confuse" targets with a form of suppression fire that works similar to taunt, i.e. drawing enemies away from their targets such that they aggro the Carbineer. (Carbineers are best in group combat, remember!)
What unique abilities?
Action-targeted shots are unique to Carbineers. AoE and status change abilities can be found in other professions, but they are "unique" to Carbineers in that *all* of them can be found in this profession. Other professions should be limited to specific selections based on the nature of that profession.
Should add what advantage or asset in group combat?
AoE will allow Carbineers to assist in damage-dealing across the board, while other group members focus fire on specific targets. Carbineers can clean up crowds of weak enemies that would inflict needless melee damage and annoying status changes while other group members pour damage on single, more powerful targets, such as bosses. Carbineer status effects are always useful because, while they do extremely minimal damage, they help to enhance the performance of the group by acting as "de-buffs" on the enemies. Carbineers should function as both blanket damage dealers and support personnel.
How could/should they interact with other professions?
Carbineer status effects can stop an enemy in his tracks with KD and others, so friendly ranged attackers remain outside the "danger zone" and can fire freely upon the enemy. Status effects also improve the situation for friendly melee attackers. Carbineer abilities would not "stack" on top of other professions, such as Riflemen or Pistoleers, such that the Carbineer would be particularly useful in bringing down a single target; instead, Carbineers are designed to manage the whole group of enemies at once, while other players concentrate on individual targets.
What interaction / dependencies should exist with other combatants?
See above.
What should be their unique role in the Galactic Civil War?
Well-played Carbineers would be masters of strategy. Using their AoE's and [especially] status change attacks, they could cripple enemy players and PA's (and their abilities) and earn the advantage for their own side of the conflict.
That is all.
One thing I keep hearing is the stress on AOE. I think this is fine: carbiniers should be the masters of AOE and posture effects. However, keeping a carbinier valid for soloing is VERY important. It has been my experience that my AOE shots get me killed when soloing in PvE. If all our good specials are AOE, then our soloing abilities will be severely compromised.
In keeping with the automatic weapon theme, I think our AOEs should be low damage (and high accuracy) and our single specials be high damage but require us to be closer to our targets. If the minimum damage could be decreased with physical range, that would be awesome.
What defines theCarbineerrole in combat?
crowd control, keeping enemies far from support lines
What basic combat elements should they possess?
all posture and actioninteraction
low HAM cost and fast specials launch
What offensive abilities?
Mass Multi-target attacks
What defensive abilities?
Bonus for wearing Armors like a -20% HAM cost for armor wearing and a 5% overalll armor efficiency for every armor piece they wear
What unique abilities?
Opponents stun and slowing attacks
Multi-target KnockDown (with duration equals to 1/2 or 2/3 of a TKA KnockDown)
Should add what advantage or asset in group combat?
(crowd control again)
How could/should they interact with other professions?
Itshould be the best combat support
What interaction / dependencies should exist with other combatants?
Itshould be a constant firerate/damage support
What should be their unique role in the Galactic Civil War?
carabineers should be the ones involved in all 'mass people' wars because their are 'mass people war' experts
After playing as a Master Carbineer for a month, there isn't too much "wrong" with the profession... they need bug fixes.
Role? Ranged crowd control, with medium firepower,decent speed, and at a medium range distance (about 35 m distance). They should beVERY inaccurate when shooting at less than 20m distance andVERY inaccurate when shooting furtherout than 35m distance.
Biggest suggestion? Fix the bugs -- a lot of the specials report 1 point of damage when used. Charge Shot 1 can be spammed constantly (not allowing the player a chance to get up) and Charge Shot 2 is broken. Maybe charge shot 2 should be a AOE charge shotthat has a slower firing rate, but more power...?
What defines theCarbineerrole in combat?
currently the carbineer and rifleman are sort of ambiguous in their roles and i think it is mostly carbineers encroaching on rifleman territory. rifleman should be the prone guys with the heavy automatic weapons. carbineers are supposed to be more of the shock troops or special forces. high accuracy while moving and high defenses to ranged attacks so they dont get mowed down while assaulting. basically carbineers should be extremely effective at combating groups of people.
What basic combat elements should they possess?
AoE attacks todamageand knock down groups of enemies
What defensive abilities?
a high ranged defense mod to aid in assaulting and the ability to posture down enemiesto retreatif necessary
What unique abilities?
AoE attacks should not be unique to carbineers, but AoE posture down and knock down attacks should definitely be unique to the carbineer
Should add what advantage or asset in group combat?
so as not to be confused with the role ofprone base of fire from heavy weapons, which is rifleman territory, i will say that carbineers should be able to inflict high damage quicklyat medium ranges and knock down and posture down groups of enemiesfor other group members to eliminate.
How could/should they interact with other professions?
other ranged combat professions and carbineers should be very effective ascooperating units in combat. carbineers would use crowd control kd or pd AoE attacks while other units attack single knocked down targets.
What interaction / dependencies should exist with other combatants?
in order to prevent the profession from becoming over powered, carbineers providing posture down AoE attacks should find it difficult to eliminate targets by themselves, instead relying on other combatants to do this, such as rifleman, pistoleers, or other carbineers. carbineers should be one of the few professions that would benefit from grouping with fellow carbineers. basically a team of carbineers should be able devestate a group of enemies by taking turns using posture down attacks and other attacks such as crippleshot/legshot/scattershot.
What should be their unique role in the Galactic Civil War?
the average e11 toting storm trooper is what carbineers are.storm troopersand their rebel counterparts are the users of blitzkrieg warfar.
Xieflow wrote:
AzSteve could not have been more dead on with what he stated.
a carbineer uses full-automatic weaponry like SMGs and assault rifles firing in short bursts. they have average delay between their attacks and good accuracy but higher variance in damage when compared to a rifle. carbineers usually shoot at short to medium ranges, as the burst fire loses accuracy over range quite fast. (short note: i consider an attack as a burst, not a single bullet - good accuracy means that at least some bullets of a burst will hit the target. high damage variance due to the fact that you can hit with some, several or all bullets of a single burst)
as thier main focus, carbineers have specials that causes state effects like knockdown and posture change down as well as stun and dizzy, hindering the opponent in mobility and attack power.
carbineers should also have access to area effect specials inflicting light damage and causing state effects that are already mentioned.
they should also feature some kind of point-blank burst attack, dealing serious damage to a single target but also causing a high delay.
carbineers only have restricted access to ham targeted attacks (Action, maybe Health) that require them to remain stationary and causing high delays because they have to take aim.
their main role is injuring several targets at once with their area effect specials and slowing down the enemies advance, buying more time for ranged combat. typically carbineers should combine well with riflemen, they can delay the opponents and soften them up allowing the riflemen to take out wounded opponents.
I see Carbineers are the basic infantry unit. They are equipped with fast shooting automatic carbines, very good at suppressing the enemy. They can also be used to fire aimed shots in burst mode.
Rifleman has the role of sniper, one big shot, while Carbineers rely on many less damaging shots.
Carbineers should get the ablity to slow down the enemies advance with various suppression attacks. But Carbineers also need damageing attacks on their own. I can see some sort of area attacks, to relect the fact that carbines are fast shooting.
The Carbineer is the soldier. He is mid-range, burst fire, and has the option of concentrating on support or damage capabilities.
What basic combat elements should they possess?
The Carbineer has crowd control abilities, burst fire capabilities, and high damage capabilities, with the tradeoff of low accuracy when moving or at non-ideal range. His damage is the most consistent and the most steady while he remains in an ideal firing position.
What offensive abilities?
The Carbineer's offense is broken into 3 categories: Crowd Control, Single Target, and Support Fire.
Crowd Control allows the Carbineer to execute devastating AoE attacks. These are the highest damage/sec attacks out of the 3 Elite Marksman professions due to their consistent damage and ability to hit multiple targets.
Single Target attacks allow the Carbineer to concentrate his burst fire on a single target doing inconsistent but heavy damage. These targets can be devastating and fast, but inaccurate.
Support Fire allows the Carbineer to break an opponent's charge, wound or bleed them, or cause a number of status effects. These attacks are low damage, but high versatility, and include both some AoE and single target attacks.
What defensive abilities?
The Carbineer utilizes his support capabilities to keep opponents under control. He also has decent combat defenses because of his heavy combat specialization.
What unique abilities?
Carbineers are the only Elite Profession that has reliable ranged AoE attacks as well as AoE support firing.
Should add what advantage or asset in group combat?
Carbineers are versatile and can provide support, allowing others to do damage, or can load on the damage, concentrating on one target or strafing the crowd. This allows them to fill whatever role is needed in a group. The Carbineer also has the highest damage/second capabilities (for Elite Professions) in group battles.
How could/should they interact with other professions?
Carbineers will be heavy battle soldiers, and will be in need of armor, stims, buffs, food, weapons, etc. They are heavy consumers.
What interaction / dependencies should exist with other combatants?
Carbineers when grouped with other combat specialists will be highly effective. Squad Leaders will highly value the good Carbineer, as they are reliable and versatile. In combat they are best when they have a Brawler tank to keep the target(s) at ideal range. They will also require help in taking out large single targets as their single target damage lacks when compared to the capabilities of other Combat Specialists.
What should be their unique role in the Galactic Civil War?
The Carbineer will be highly valued for PVP conflicts, but they are a basic soldier and have no specific place in the GCW, although they are not restricted from adopting their own position. Being heavy soldiers, they should have many faction specific perks dedicated to the Carbineer. Each side should work to properly equip their soldiers for the best advantage in conflicts.
Those are my thoughts on Carbineer.
I'm Artisan 0000, Brawler 1000, Entertainer 0111, Marksman 4443, and Scout 4040.
Compare Carbines to the M1 Carbine from WWII. Single fire, with decent speed, more accurate than a pistol, but far less accurate than a scoped rifle. Being able to swing the Carbine like a baseball bat, or strike with the butt end was a hand to hand defense.
I like the idea of AoE attacks, but I think reworking the ranges would be nice. Low level pistoleers shouldn't be able to have pinpoint accuracy from anywhere beyond 25m. Carbine range is ok, they're your massive group control, with pistol weilding troops to defend the Carbineers from individual close in enemies, The Sniper should be firing from far more that 64m though. Conceal is fine, but a real goodSniper would be firing from a distance sufficient to make it difficult for enemies to see them. Currently someone with radar set at 128m can see any other combatant with enough time to either flee, or prepare for a fight. The whole point of sniping is, unseen, undetected.
In a big battle the Carbineers and the Pistoleers should be keeping the enemy force at bay to give there Rifleman a chance to deal some damage.
What defines the carbineer profession as it stands?
Well 1) The different spellings in the game (carbineer/carbinier) depending on title and skill window.
2) Charge shot. Enough said.