Since I was actually thinking about balancing the Carbine yesterday (because I do think it needs a few changes, though I've never felt it was "ridiculously broken"), I'll bite and chime in with what I would change to it.
1. MAKE IT MUCH HEAVIER: As it is, you can actually get very close to a 200% cooldown with it if you take all the weight reduction options. This thing should at the very least be heavier than the GPS and Graal. Should it be as heavy as the Claymore? Eh, I wouldn't go that far. The fact that it's only useful at point blank range is a big penalty in my eyes, so I wouldn't make it that heavy, but definitely close.
2. SHORTEN THE CLIP SIZE (and maybe the overall ammo capacity too): Insta-gibbing trash mobs is no big deal, many of the weapons in the game can already do that. Insta-gibbing bosses is an issue though. The Carbine can get away with it because simply emptying the clip drops bosses shields' entirely and a second clip can chew through their armor. Hell, if using amps and ammo powers, it's possible to practically insta gib it with just one clip. So I say, make the clip MUCH smaller. It will still be able to insta-gib trash mobs, but against bosses you'd be forced to do a few reloads to get the job done.
Considering the nature of how it only works at point blank range, being stuck in a reload animation right in front of a brute, banshee, or atlas, is bad enough to offset the raw power of the weapon. You'd still be lethal with it against bosses, but you would now need to be careful about how you approach them because you can't just insta-gib them.
Coupled with an increased weight (which would make relying on powers to offset running out of ammo in front of dangerous enemies harder), I think those two changes would be enough to balance the weapon fairly, though there is one more thing I would consider doing to it, though this one isn't 100% necessary with the above changes...
3. GIVE IT A PENALTY AGAINST ARMOR: I believe I read somewhere that this weapon has a damage bonus against shields and barriers, which makes perfect sense given its electrical nature. However, given what a huge bonus that is, it should be countered with a further damage reduction against armor, or as some have proposed, make the shredder mod and AP ammo useless on it (though making AP ammo useless on it without it being noted in the description would be unfair, as many players would end up wasting consumables on it). An armor damage reduction and no piercing abilities would be enough for me.
Before anyone says that the weapon already does less damage against armor, yeah, it makes less damage than against shields, but it still burns through armor rather quickly even without any mods or ammo powers.
I will finish my post by saying that I don't believe the weapon is as "HORRENDOUSLY BROKEN" as others make it out to be. Even after playing with it extensively, I still find myself preferring other weapons over it without a second thought. It's not the only weapon that kills ridiculously fast (Hurricane with amps and ammo powers anyone?). I like being useful at range, not to mention that unless I'm an infiltrator or Vanguard, point blank range fighting isn't exactly safe.
I also have noted a funny thing, anytime I use this weapon, I have scored lower than average, which is a reflection of how being useless at range is a problem. See that trooper about to execute your partner? Can't do anything about it with this weapon if you're not close.
The weapon does need some changes, but even as it is right now, I don't believe it breaks the game at all.
Modifié par Zjarcal, 02 juin 2012 - 05:03 .





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