Ranger Archive
Thread: Rangers and the CU
Thanks for your patience guys!
... are we allowed to throw bothan at any Dev's we see?
Message Edited by Nemo0 on 11-05-2004 07:29 AM
Almagill wrote:
They're not just lumping Scouts and Rangers together as "scouts" in the same way that IDs, Dancers and Musicians get referred to as 'entertainers' are they? After all, our skillset is pretty much just scout+
Even if they are, scout trapping requires combat. You cannotthrow a trap unless you engage in combat. That also means that you cannot become a Ranger without engaging in combat. And you cannot master Ranger without engaging in combat. That means that we are definitely not a non-combat profession.
Madhi wrote:
We support combat. That means we get into combat but are not the front fighters, nor the million shot per second rifleman. We can't kill with traps, but we can support by adding status effects. The fact that ranger has a skill that involves combat doesn't make it a combat class (do you see tka/ch as a healing professioc cuz of meditation/use of petstims)
So then we get lumped together with combat medics and doctors as combat support characters?
Call me crazy but im pretty certain there will be things in the combat upgrade that directly affect doctors and combat medics, but we get nothing. So my ranger half gets nothing and my rifleman other half is going to get the royal beat down, wonderful.
Nemo0 wrote:What does this mean for traps? You seem to imply that the Ranger profession will see no changes with the Combat Upgrade. And yet 1/4 of our profession is only usable during combat.Edit: Given that scout trapping is combat only, we have just as much of a combat requirement as any combat profession. That we have other skills is another consideration entirely. Smugglers have other skills as well and I very much doubt they will be a "non-combat" profession. Creature Handlers actually have less of a combat prereq than Ranger and I doubt they fall under the "non-combat" tag.Message Edited by Nemo0 on 11-05-2004 07:29 AM
Excellent point. Afterall, trap usage costs HAM points (health), and from rumors I heard back in June, they're changing the way specials and their costs work for combat. It would make sense that something would change for trapping in some form. I'm not saying traps would be improved by the CU, or even have their specials (dizzy?) looked at..
Message Edited by frightwig on 11-05-2004 08:25 AM
Nemo0 wrote:What does this mean for traps? You seem to imply that the Ranger profession will see no changes with the Combat Upgrade. And yet 1/4 of our profession is only usable during combat.Edit: Given that scout trapping is combat only, we have just as much of a combat requirement as any combat profession. That we have other skills is another consideration entirely. Smugglers have other skills as well and I very much doubt they will be a "non-combat" profession. Creature Handlers actually have less of a combat prereq than Ranger and I doubt they fall under the "non-combat" tag.Message Edited by Nemo0 on 11-05-2004 07:29 AM
Nothing will happen with traps (unless they become horribly out of balance
frightwig wrote:
Nemo0 wrote:
What does this mean for traps? You seem to imply that the Ranger profession will see no changes with the Combat Upgrade. And yet 1/4 of our profession is only usable during combat.
Edit: Given that scout trapping is combat only, we have just as much of a combat requirement as any combat profession. That we have other skills is another consideration entirely. Smugglers have other skills as well and I very much doubt they will be a "non-combat" profession. Creature Handlers actually have less of a combat prereq than Ranger and I doubt they fall under the "non-combat" tag.
Message Edited by Nemo0 on 11-05-2004 07:29 AM
Excellent point. Afterall, trap usage costs HAM points (health), and from rumors I heard back in June, they're changing the way specials and their costs work for combat. It would make sense that something would change for trapping in some form. I'm not saying traps would be improved by the CU, or even have their specials (dizzy?) looked at..But traps are used in combat, even if only PvE. Wouldn't traps be considered since they're used by two professions?
Message Edited by frightwig on 11-05-2004 08:25 AM
The HAM costs for traps are not changing, only the way HAM is used for specials.
Oggram wrote:
Madhi wrote:
We support combat. That means we get into combat but are not the front fighters, nor the million shot per second rifleman. We can't kill with traps, but we can support by adding status effects. The fact that ranger has a skill that involves combat doesn't make it a combat class (do you see tka/ch as a healing professioc cuz of meditation/use of petstims)
So then we get lumped together with combat medics and doctors as combat support characters. So my ranger half gets nothing and my rifleman other half is going to get the royal beat down, wonderful.
How do you know how the Rifleman profession is being changed?
Calculus_Entropy wrote:
Nemo0 wrote:What does this mean for traps? You seem to imply that the Ranger profession will see no changes with the Combat Upgrade. And yet 1/4 of our profession is only usable during combat.Edit: Given that scout trapping is combat only, we have just as much of a combat requirement as any combat profession. That we have other skills is another consideration entirely. Smugglers have other skills as well and I very much doubt they will be a "non-combat" profession. Creature Handlers actually have less of a combat prereq than Ranger and I doubt they fall under the "non-combat" tag.Message Edited by Nemo0 on 11-05-2004 07:29 AM
Nothing will happen with traps (unless they become horribly out of balance).
They aren't out of balance now? Most of them are pretty much useless and it's quicker to just lay into creatures til they drop instead of wasting time using traps.