Ranger Archive

Thread: The Ranger re-vamp...Master of the Wild or Tactical Combat Specialist. Post-CU thoughts?

Gray03
Mon May 23, 2005 2:58 pm
#1

As long as ranger remains defined as a "combat" professionand thus increases your CL, it absolutely must have the attendent combatant bonuses and skills. Anything else just makes the profession a handicap on the way up to anyone trying to actually hunt critters.
Temujin23
Mon May 23, 2005 10:12 pm
#2


I'm surprised this is still even a question. Being masters of the wild limits us to the wild, while thoseplayers with multiple combat profs which don't specialize one way or the othercan invariably hunt both man and beast better than us. Obviously, myhope is that we take thetactical combat specialist path. To my knowledge, no other prof hunts humanoids okay but finds itself gimped against creatures; I'd like to finally see the opposite no longer true for us.


al-djinn'i


Master Ranger





Wake up! Time to die.
FultonMeigs
Tue May 24, 2005 12:50 am
#3

Prior to the CU there always seemed to be two (very broadly defined) schools of thought as to the direction people wanted to see our re-vamp go. Those that wanted to see Rangers as the undisputedmasters of the great outdoors and those that wanted to see Rangers become more of a tactial combat specialist with greater group and PvP skills (or a combination of the two).


Now that we have all had a chance to live the CU for a bit, what general direction do you want to see us go and has the CU changed your mind about that direction. I'm not asking for specificre-vamp ideas, just a general sense of how people hope we will evolve.





Fulton Meigs
Master Ranger / Master Scout / Master Rifle
Master Pilot of the Starship Kreetle Hammer
Antarian Ranger Council, Kauri
Aenedor
Tue May 24, 2005 4:28 am
#4

Master of the wilderness for me please. If I wanted to be a tactical combat speciallist I would have gone with Squad Leader.



Aenedor Tru'shot
Elder Ranger
Imperial Medic - Bringing Healing and Order to the Galaxy.
BioEngine
Tue May 24, 2005 4:54 am
#5

There have been some suggestions on the Revamp boards that we should also consider the GCW as a reason to implement technological aspects of intel / spying as an extension of concealment and knowledge of our enemies.







Account active 'till November 10th, contact me on forum name:
Stamina
AragornSoS
Tue May 24, 2005 6:05 am
#6


Why does it HAVE to be only one or the other? I think the issue for most of us is that gating us with skills that ONLY apply to creatures keeps us from being able to participate in probably 2/3 of the game (anything vs. NPC, PvP, GCW content, etc). Probably the best arguement I've seen is that BH's don't suffer any "penalty" or have useless skills if they decide to hunt creatures vs their marks, but we do. All of my Ranger skills (and admitedtly, they are getting fewer and fewer) are fairly useless once I transition from hunting wild beasts to trying to fight with NPCs and PCs. And that simply doesn't make sense, if a trap can catch a rancor, it can certainly catch that tiny lil bothan coming after me. If the dart can stop a plainswalker or fambaa from a full charge to a dead stop, that itty bitty zabrak running after me is CERTAINLY going to feel the affects of the chemicals as well.


I love the wilderness survival aspect of being a Ranger. I love hunting, exploring, seeing new places, wandering around planets, knowing that I can stop just about anywhere, and if need be I can logout there knowing that when I log in, I'm not going to be something's lunch. But.... I also think that those skills WOULD and SHOUILD translate into usable skills against NPCs and PCs as well. Trapping should at LEAST work against CH pets, and I think that we should at least have some traps that are usable against NPCs and PCs as well. I think that we should have traps that have some ability to damage OR some ability to apply states, it should be our choice (perhaps via experimentation - sacrifice damage for better application of a state for example). I think that if I know how to avoid agro from just about every creature out there, I should certainly be able to camo up and at least have a CHANCE of avoiding those Nightsisters in the wilds of Dathomir, or that Imp or Reb patrol over there on top of that hill in the boonies of Endor.


I don't think our stealth skills should necessarily be a useful within cities (especially proper NPC cities). To me, that's much more the domain of the smuggler and I'd be quite happy if they got some skills in that regard (sneaking around an enemy city). I think we should be the unparalleled masters of the wild environment tho, and we should be able to make our way around those wild areas no matter WHAT is there - creature, NPC or player - with more chance of survival than the "average" player. I don't think we should be offensive powerhouses against NPCs and PCs, I think that is where our skills at personal concealment, surprise, evasion, recon would and should come into play. We should be able to beat them not becuase we can stand and tank and absorb gobs of damage while we dish out even more damage, we should be able to beat them becuase we are able to get in, set traps, use our stealth and smarts to do things to them before they even realize we're there, and then we should be able to melt back into the landscape - or draw them into a trap we've laid out that gives us the edge in the confrontation (by slowing them, applying states, debuffing them, etc).


Where SL's deal with leading the squad into the battle, dealing with formations and picking targets and such, leading the troops, I see the Ranger as the guy out there on point, crawling on his belly up on the rise above the enemy city / encampment / whatever, scouting things out, avoiding creatures and guards alike, perhaps figuring out how best to flank them, perhaps laying some traps out ahead of the engagement, perhaps figuring out who and what is with the enemy group and relaying that info to the SL so they can best pick the targets to take out first to handicap the opposing force. There's a nice complimentary thing that COULD happen with Ranger and SL, and I'd love for us to be sort of the "forward observer" specialist that is able to get in stealthy, get info, relay it back, set some traps, and beat feet out of there before anyone even knows we're around. Then our group hits based on the weaknesses we've identified and using the lay of the land and pre-laid traps to our advantage, and we should still have enough general mods for defense, accuracy and speed to be a viable member of a squad. Not the uber commando death from above nuker that runs in and lays waste to an opposing force, but certainly able to hold our own 1-on-1 and able to use our knowledge of the land to our advantage better than the other guy can.




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

Master Ranger / Master Rifleman / Storm Squadron Ace
Dark_0ne
Tue May 24, 2005 6:19 am
#7

Imagine the Star Wars universe without the GCW.
Rangers would almost certainly, by preference, be the wilderness survivalist specialists that we are currently classified as.

With the advent of war - for the last 20 or 30 years from the clone wars up to the GCW as it currently stands, everyone is affected, drawn in or is in hiding or denial trying to avoid it.

This game is all about our participation in the Galaxy Divided.

How would Rangers abilities, skills and temperaments be best used during a wartime situation by both the Imperials and the Rebels ?

I see Ranger as having predominantly creature centric and wilderness survival skills which have been converted to warlike skills.
You can sort of see that with Areatrack being useful for hunting players.

From a simplistic perspective, how would you see Ranger in comparison to say Squad Leader in terms of War orientation ?
Squad Leader being 100% war orientated
Ranger would be ..... 25% ? 50% ? 75% ?

I think that is a key starting point for defining the role of Ranger in the game. It would then be easy to decide how much general attack and defense modification would be required.
The issue I see is that Ranger is not orientated round a Melee or a Ranged profession - either is viable.
It could be possible to add attack and defense modifications onto your template from Ranger with each skill point spent in an elite Ranged or Melee profession.

e.g. if you took a full Ranged profession you would get 100% of the available ranged attack bonuses from the ranger tree and vice versa for Mellee.
If you took 50% ranged and 50% melee skills, then you would get 33% of each attack bonus from the Ranger tree.

Just a few thoughts ....



Tony Weyland - semi retired
firebones
Tue May 24, 2005 6:22 am
#8


If you're willing to sacrifice a lot, you could do what I did and that's Master Bounty Hunter/Master Ranger. Now that pretty much takes all the skill pts., but you have bonuses (what few bonuses are left) in combat with people and creatures. Still playing with it and trying to figure out the best way to make use of the template. Any suggestions are welcome.


Felerof Cegal

Master Bounty Hunter / Master Ranger

Rori, Radiant
JascoSmlee
Tue May 24, 2005 6:34 am
#9

My opinion is still the same:




a combination of the two








Jasco Smlee Antarian Ranger
Nosn Nuub +2 Starfighter Engineer
kNuubian Tech : Rori, Rebel Outpost : /way 3732 -6620
Temujin23
Tue May 24, 2005 1:01 pm
#10






Dark_0ne wrote:

From a simplistic perspective, how would you see Ranger in comparison to say Squad Leader in terms of War orientation ?
Squad Leader being 100% war orientated
Ranger would be ..... 25% ? 50% ? 75% ?





The problem with this is that the squad leader can take his team on a big game hunt and not lose anything-- all of his skills will still apply without penalty or problem. All I want is the same option. I don't want 'creature-centric' to be intrinsic to the profession. No other profession is limited in such a way. Creature-centric should be a choice, not a shackle.


al-djinn'i




Wake up! Time to die.
DaveG
Tue May 24, 2005 1:27 pm
#11

Do both, split ranger into two different professions: Wilderness Ranger named "Hunter" or "Outdoorsman", and a tactical specialist named "Tactical Ranger" or "Recon Specialist". (Someone please think of better names than these!).


Both types take a different pair of lines of scout as pre-requisits, then this neatly gets around the master scout issue.




Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
BioEngine
Tue May 24, 2005 1:44 pm
#12






DaveG wrote:

Do both, split ranger into two different professions: Wilderness Ranger named "Hunter" or "Outdoorsman", and a tactical specialist named "Tactical Ranger" or "Recon Specialist". (Someone please think of better names than these!).


Both types take a different pair of lines of scout as pre-requisits, then this neatly gets around the master scout issue.





And then We'd be able to master both of them! We'd be even Uberer Rangers than ever before! Mwahahahaha!!!!1!11!!1




Account active 'till November 10th, contact me on forum name:
Stamina
Goldear
Tue May 24, 2005 1:53 pm
#13


The best thing that has happened to us lately is the broken trap. It is disheartening to know that the best improvement to the ranger profession in the last 18mnths I've been playing is a broken trap, amistake by the dev's. My ranger is finally an uber hunter!! Just like he shouldhave been all along. Nothing makes me more angry than watching a doc and a commandotake down akrayt. We are the hunters! not them. I could never understand since the day I started swg, how come we aren't the best hunters?

thanks dev's!!! I'm havingthe most fun I've had hunting in 18 months!!

But then again....maybe it's not broken, but just the dev's way of making us the hunters. Maybe our traps are creature specific now?



Regards,
Webber
Master Ranger
Dune Sea Rangers Inc.
Tatooine
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