TheTinyPebble wrote: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 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.
- More speed is always good.
- It doesn't matter to me if they have AP3 or not, as long as they are on par with a rifleman.
- specials won't make matter much if their damage is increased. You'll likely mainly be using leg shot and your AoE. Similar to a rifleman mostly using head shot and strafe.
I understand your argument that rifleman are meant to be pure damage dealers. But let's be honest, you can stack enough defenses behind it to be very solid and still take xxx4 marksman to have an area and single stun, an area and single dizzy, a single target posture down and intimidate. So it's fair to say riflemen (or any ranged class) are also very good at applying states.
I still feel the same about Fencer, TK, Pikeman and Pistols.
The only problem I realized is, if TK damage is on par with swordsman, it will be the new go to because they can hit all 3 pools and have a lot more toughness.
I drifted as well, let me just say, the underlying problem with Carbs, fencer, TK, pikes and pistols is they are not damage dealers and that is pretty much all you need in SWG.
You can reinvent the wheel and try to make the game mechanics fit the professions. But I would prefer to make the professions fit the game mechanics.