Development Cycle Archive

Thread: IC 1-3: Combat Roles; Carbineer

Kaffis
Sat Jan 31, 2004 11:51 am
#53



MojiTiwlon wrote:
Sorry to jump in here with no knowledge but...who said carbines were automatic? It's a laser, not a pack of bullets.





The specials. Fullauto? Burstshot? Automatic. Skepticism's good, though -- a combat rebalance should start from a few base assumptions based on intended roles and take nothing for granted beyond that.

Also, since I am, myself, proposing skepticism, the EU clearly states that basically all carbines and many rifles are cabable of automatic fire. E-11s, DH-17s, EE3s, and laser rifles/carbines are at the least automatic. DXR6's are supposed to be, but if one were to play some of the computer games, you'd get the impression of a semi-automatic weapon.
Zariell
Sat Jan 31, 2004 12:46 pm
#54

I think the carbineers should be the front line.


Carbineers should NOT be supporting anyone else. It is NOT a supporting class, we have too many of those already. Carbineer needs to be the "Running in there with your pants down guns a' blazing tactical assualt trooper"


Simply put:

Everyone else should be supporting us, we should have no need to support anyone else.



Corbantis
Zariell Lentanis - Light Jedi Knight
Master Powers FTW


HighGround
Sun Feb 01, 2004 10:52 am
#55

How about fixing /chargeShot1? If you are hit 10 times by chargeshot1 in 10 seconds you will have been knocked down 10 times. This is the most widely spammed special in pvp by BH/Carbiniers. Its supposed to fall under the 15 second timer rule, but it doesn't. Each time u get hit by chargeshot1, u fall down and then stand up. The carbinier gets a message saying your attack failed to change your targets posture when infact it does. This works on mobs to. Just get a fast carbine and /chargeShot1 all the way.


Meleevs Chargeshot1 spammer = melee never getting close enough to do anything.


This needs fixed ASAP.
Nerj
Mon Feb 02, 2004 12:00 pm
#56






HighGround wrote:

How about fixing /chargeShot1? If you are hit 10 times by chargeshot1 in 10 seconds you will have been knocked down 10 times. This is the most widely spammed special in pvp by BH/Carbiniers. Its supposed to fall under the 15 second timer rule, but it doesn't. Each time u get hit by chargeshot1, u fall down and then stand up. The carbinier gets a message saying your attack failed to change your targets posture when infact it does. This works on mobs to. Just get a fast carbine and /chargeShot1 all the way.


Meleevs Chargeshot1 spammer = melee never getting close enough to do anything.


This needs fixed ASAP.




Gee you run forward 5M each time with charge shot, No efffects when hit ( you lay on ground for 5 secs with most KDs). quick stim and you are back kicking my BUT. There are better greifers than that out there.



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

KingKody
Mon Feb 02, 2004 4:38 pm
#57


I think that the only thing that carbines lack is that there specials cost to much


but i would have to agree with most of what azsteve said
israiley
Mon Feb 02, 2004 7:01 pm
#58

after reading through some more of the carbineer descriptions posted here, i'm gonna have to say that most people have got it all wrong. what everyone is saying about carbineer being the "standard soldier" is wrong. thats what a rifleman is, look at their titles, one is "soldier". look at the carbineer titles: mercenary, marauder, infiltrator, assaulter. these are titles of "special forces" type combatants. i think the devs did a good job with giving carbineers the type of skills special forces would have, accuracy while moving modifiers (altho this needs to be much higher, close to or equal to the regular accuracy modifiers so that carbineers are the masters of firing while moving) and counter attack (spotting enemies who are going to attack you and hitting them first). fixing the broken specials and making counterattack and accuracy while moving more effective will put carbineers where they should be. storm into a battle running, high counter attack and firing while moving will make the carbineer harder to hit, while the high accuracy while moving will make eliminating those targets natural.



rail

"Well sir, although I may not agree with what you say, I'll defend to the death your right to say it."
-Voltaire/Peter Griffin
Athenis
Mon Feb 02, 2004 7:06 pm
#59

In my humble opinion they should be the general infantry...ok accuracy, damage, but can change the posture of the enemy to kneeling and prone to show they are ducking for cover...well...thats about all i have to say...have a nice night....



Scylla Server
Athenys Stormblood
Fencer

"I remember the first war, the way the sky burned...
The faces of angels destroyed...
I saw a third of Heaven's legion banished...
And the creation of Hell...
I stood with my brother and watched Lucifer fall...
But now, my brothers aren't my brothers..."
-Zao-"Ravage Ritual"
MojiTiwlon
Mon Feb 02, 2004 10:18 pm
#60

So maybe carbineers should hit all three stats at once?



Rifleman/CH
Former Master Medic, Carbineer, Doctor, Artisan, Armorsmith, Combat Medic, Marksman, Brawler, Scout, Entertainer, Swordsman, TKA, Bio Engineer
Rebel Colonel
Completed Rebel Theme Park, Light Jedi Missions, Jabba's Palace, Warren, Nyms, all NPC missions on Corellia, Talus, and Yavin
Sunrunner - Azak City, Talus (Usually on Dantooine or Talus)
75 Badges
mld0806
Wed Feb 04, 2004 7:25 am
#61






rebel_gundam wrote:


Also each profession should be able to wear different armors. Carbineers, being the front line soldiers, should be able to wear the heaviest armors, and rifleman wear light armor since they are supposed to be fast, as out of sight as possible, and long range so they are less likely to take hits. They are the main soldiers, so actually make them that and not just say it.









No no no no no no no! I can already hear the DAoC strains of "Is this profession a Composite Class or a Bone Class?"



Mike

"Players were right, development was wrong."
Sturngard_Blastshield
Wed Feb 04, 2004 7:32 pm
#62

CARBANEERS ARE NOT FRONT LINE FIGHTERS.



They are midrange - There weapons are designed to fire from 30 m away.


Brawlers, TKA, Swordsman, Pikeman, Fencers are front line fighters


NOT Carbineers





Sturngard Blastshield
TFO Military Commander
Executor of TBF‘s Will


R3dj4ck
Fri Feb 06, 2004 4:36 pm
#63

Please fix our broken specials. As far as I know the majority of them have never worked properly.
exc
Sat Feb 07, 2004 8:39 am
#64

Change our carabine speed boost from +5 each to +20 in carabineer skill tree.

Do it the other way for BH skill tree (from +20 to +5 carabine speed).


There's NO WAY a bounty hunter can use a carabine better than a carabineer. So stupid thing making some professions 'uber ones'.


And yes, remove inter-profession bonus stacking. A master carabineer MUST know EVERYTHING about carabines while a bounty hunter will only know a little part of it.



server: chimaera | IGN(s): epidemais [mer/doc], excalibur [djk], universe [bh/rifle]
own shop:
dantooine imperial outpost /way -3725 -2100
guides: bh armor loot | avatar platform | deathwatch bunker


VanBoaru
Sun Feb 08, 2004 10:46 pm
#65


What defines theCarbineerrole in combat?


What basic combat elements should they possess?


The


What offensive abilities?


As stated above, carbines are able to create a confusin in the enemy by the presice skill or aiming on the fly. A Carbineer should be able to shot legs if they choose, along with other limbs to hamper the enemies reaction and retaliatory capabilites. Carbine were originally made for use on mounts, an accuracy bonus from mounts would reflect this.


What defensive abilities?


As they take a brunt of attacks, the carbineer would receive a form of



What unique abilities?


None, beyond waht the capabilites of thier skills and training allows. If they have point blank training, then they should be able to hit the enemy, but not with as much power of a pistoleer. Range roles need to be defined.


Should add what advantage or asset in group combat?


They allow the enemy to be pinned andconfused long enough for other group memebers to kill him.


How could/should they interact with other professions?


A carbineer needs support to heal the damage he would take on the front and to attack enemies his weapon cannot allow him. They carbineer has balence, but his range should take balence too. He needs to have a back up if a creature is fast and can remain in point blank range. Carbines can hadle close range, but not everto the extent a pistol or a sword could.


What interaction / dependencies should exist with other combatants?


A carbineer needs a good medic to heal the damge he takes as a frontline troop on the battlefeild.



What should be their unique role in the Galactic Civil War?


They are the frontline troops on the battlefield. They are used to route enemy movements and to fortify troop lines.


Not exactly what I mean to say, but I try. Then again, I've never written on something like this.



-Van'Boaru : Carbineer, Privateer, crafting skills to be decided.
Page 5 of 6