Ranger Archive

Thread: Changes to snares

SeanBlader
Fri Oct 14, 2005 7:07 pm
#1

This morning Thunderheart posted an announcement about changes to movement snares:



Thunderheart wrote:

Also, snares won't stack. This means that if you are already moving at 1/2 speed when you get hit with a 1/4-speed snare, your movement would only be reduced to 1/4 of your base movement rate, rather than being reduced to 1/4 of your current (1/2-speed) total movement rate. (Total movement rate is calculated by adding up your base movement rate and all of your movement modifiers).




This is a big nerf to the viablity and usability of traps and the Ranger template as it currently stands. But maybe it also means they'll get off their behinds and fix the Adhesive Mesh trap? Any comments?




________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


BioEngine
Fri Oct 14, 2005 8:37 pm
#2

I thought it was just preventing people from stacking snares to reduce the target's movement rate to 0........



Account active 'till November 10th, contact me on forum name:
Stamina
LastEE
Fri Oct 14, 2005 9:00 pm
#3

I agree, but the way people are complaining they are saying that you can now be rooted by chaining snares with this change or something... one person said that a rifleman can keep a meleer permanently out of range... maybe if the rifleman is running, but you can't double-snare to keep someone rooted so what's the problem?



Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
SeanBlader
Sat Oct 15, 2005 7:59 am
#4

The problem is it means no more double snares on creatures, and pretty much nullifies the potential to solo anything but non-social/non-aggro mobs of the same level for all Rangers. No more Phecnacine Dart with a snare to hold off the krayts, one of them will likely just get overwritten by the other. And you'll still be kiting hoping that next trap hits so you don't have to clone.




________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


BioEngine
Sat Oct 15, 2005 8:14 am
#5

Um, I never stacked roots in the first place and I managed to solo Krayts just fine with my Carbineer ranged knockdown.



Account active 'till November 10th, contact me on forum name:
Stamina
Makkaio
Sat Oct 15, 2005 8:40 am
#6

Currently, in PvE, you can use a phen dart and weapon snare to get the same affect as a root. When the new squad leader abilities go into effect, there are snare combos that will do the same thing. Also, when ranger traps go live, they would do the same thing.



Makkaio

"Remember, it's not the game that sucks...it's you."
Keeper32
Sat Oct 15, 2005 1:35 pm
#7

I don't get peoples problem with this. I'm solo'ing CL82 creatures without being touched mostly using my traps and a carbine.



Hurgis & Haldi Balthezan - HB Armouries.
Elder 12pt Armorsmith, R.I.S Certified.
Supplying Weaponry and Armor to a galaxy in need.
Phenix1050
Sat Oct 15, 2005 1:59 pm
#8

this won't really affect me, either. I've solo'd an ancient Krayt with my MBH/Master Ranger template, no snare stacking-- just using Phec darts.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
SeanBlader
Sat Oct 15, 2005 10:17 pm
#9

Am I the only one that uses Phecnacine darts and crippling shot together?




________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


SeanBlader
Sat Oct 15, 2005 10:47 pm
#10


Makkaio wrote:
When the new squad leader abilities go into effect, there are snare combos that will do the same thing.



Thunderhearts post specifically states that there won't be any "snare stacking". In fact that's the whole point to the changes.




________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


CuchulainnDarklight
Sun Oct 16, 2005 6:47 am
#11






Phenix1050 wrote:
this won't really affect me, either. I've solo'd an ancient Krayt with my MBH/Master Ranger template, no snare stacking-- just using Phec darts.





Have you tried the mobs in the expansion yet. MBH/MC and a bit of pistols and the new mobs still kick your arse. CL85 25k hams that pop up on a simple mission which looks like a low CL should be able to do it. Plus, the new AI means you end up covered with states while yours on them dont stick.


Oh yeah, that isnt covered by the NDA anymore, the bugs are, so I wont talk about them.






...has mastered the Pilot profession
The above post does not represent the views or beliefs of the poster, his countrymen or government, or anyone he remotely knows or has heard of, though in a perfect world he would be the government and his word law. The above post is also wholly fictitious, and any resemblance to any persons or entities living or dead is purely coincidental. Unless, it sounds really cool, in which case its all true, really.
Use the test centre avatar if you have any issues with the NGE or SOE, like me!
SeanBlader
Sun Oct 16, 2005 8:26 am
#12

That's why I move out to 50 meters, and when they start moving I kd and re-trap. Plenty of time before they get to me to lock them down again. Then I have 30 seconds of solid accuracy without moving to do some damage. I thought Rangers were good tacticians, or was that Carbineers?




________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


AragornSoS
Sun Oct 16, 2005 11:58 am
#13

I think it's safe to say that with the CURRENT skills of a Ranger, some of the stuff in the new expansion is going to be near-impossible to take on without a group or until we get some combat mods. There are silver and gold chevron NPCs that pop up early in missions that "seem" like they're intended for mid-to-high level combatants, and there isn't much Ranger offers in those cases. With some of the creatures you can try and use you existing tactics, but let me tell you, with the changes that are ALSO in for snares, if you get hit even one time with one of their snares (and they seem to do it a LOT now between the AI changes and the snare changes)... even Ranger TN doesn't really help. Throw on some weapon encumbrance, and it's rough. If you aren't in the Beta, at least hop on over to TC and test out the changes to the AI and all on TC (I believe all of that code is currently on TC as well, even if the ToOW stuff isn't accessible on TC-Prime yet), and it's a whole new ballgame. Enough so that I'm considering moving from rifles to carbineer or pistols if for no other reason than to reduce my weapon hindrance and pick up some KD / snare / root specials that don't require me to root myself and stop moving, which the PDart does. That'll get you killed quick now, it seems - one miss and you're not just talking about getting hurt, you're looking at getting dead quick when you're up against a CL84 and above gold chevron creature and you suddenly lose your mobility and can't get out of their reach.



Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
Page 1 of 2
Previous Next