I very much disagree that Carbineers need AP3, they need a much better AP2 than the laser rifle. This could be the elite carbine, but this doesn't solve the carbineer problem. Having one or two AP2s to choose from (one energy, one acid or heat perhaps) would be quite handy.
The biggest issue with carbineer is that they pretty much need BH to be functional. Carbineers themselves lack speed (65 speed total, come on) and the BH specials are actually better than the Carbineer specials. Carbineer without BH is a lackluster profession.
Bring the Carbineer specials up on par with rifleman damage to account for the lower AP as well. Rifleman are *pure* damage dealers, AP3 and AoE with a 5x damage multiplier, no other profession gets this. Carbineers are not pure damage dealers, they are meant to apply state and support, and they are good at it, jedi are just better (and abundant). Thus Carbineers have no real role in a group setting, which isn't really defined in SWG either.
Another issue is the way KD works, a BH/Carbineer (because you need to) has 4 different KD skills, but can only apply KD every 30s still.
I drifted a bit from the topic I think, since I think my first paragraph pretty much answered the topic question. Giving Carbineers AP3 won't fix the problems with Carbineers, just mask it. Let's fix the underlying problems with the profession as a whole instead.
Last edited by TheTinyPebble
on Fri Jan 29, 2016 4:40 pm, edited 1 time in total.
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