Ranger Archive

Thread: Ranger Revamp: FAQ

SeanBlader
Thu Sep 22, 2005 8:21 am
#144


NolaraTie wrote:
I've even decided on a final temp to fit Ixar, and his style.
Master TK
Master Ranger
Master Brawler
Will probably require some fine tuning throughout the development of the new ranger, but so far I'm liking the way that template is looking for me.



The prereq's for Ranger are still being decided as of our last communication from the Dev team. It's looking like Marksman Carbines, if it stays, won't leave room for master brawler I'm affraid.




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Calculus_Entropy
Thu Sep 22, 2005 8:42 am
#145





Calculus_Entropy wrote:
Got another good one .

Will there be any Ranger traps that are thrown? There are a lot of assumptions that traps will still be thrown. I was given the impression, by the revamp doc, that all Ranger traps would be placed traps, and that, technically, Ranger traps will not be useable as combat progresses (but that the strategy would be placing them in the 'right' locations BEFORE combat and drawing the targets to them). Any enlightenment would appreciated .




You are correct. All of the new Ranger traps are placed with various kinds of triggers to determine how they are set off. (from Keldarin)




Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
_________
Thu Sep 22, 2005 8:56 am
#146

NOOOO!!! we do NOT want to be "carbineered" make ranger a elite profession to scout NOT a hybrid profession! like exploration IV and Wilderness survival/trapping IV might be a good req but not carbines IV! (would ruin my template )



Arachon
You do not know what lurks in the shadows.
Imperial spy
Imperial Inquisitor
The Emperor knows, For we are his eyes
Spy databank

Ranger is not a profession, its a lifestyle. And it will forever remain within us. Once a ranger, Always ranger
Tatris
Thu Sep 22, 2005 10:01 am
#147


Good point, also, I thought the point of BH having the TN line was to better be able to move after bounties in the wilderness. What is the point of having that particular line now?




Tatris - Kauri Server
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Arawaen
Thu Sep 22, 2005 1:16 pm
#148






SpiritWolf448 wrote:


I'd like to impose a question here, if I may.



Q: Considering that the current info given to us players is that a) Ranger traps only work against humanoids (limiting us just like the old setup, just the other way around), b) there won't be any Ranger specific weapon specials and c) there will only be ranged accuracy/speed mods, no melee ones. How does this warrant to make the prereqs for Ranger Exp4/Carb4, thus gating Rangers to Carbineer if they don't want to face a severy SP disadvantage? All other hybrids have (to my knowledge) specials, and they are not limited to certain content. Care to explain, Red Names?


Thank you.


SW448



Message Edited by SpiritWolf448 on 09-22-2005 12:33 PM



Pretty sure that Commando and Squad Leader don't have specials either, that is they are limited to ranged shot without taking another profession.


Everyone is complaining about the carbines iv requirement but it really doesn't limit us anymore than now. Youwill be able to be aMaster Ranger and combine any other profession in the game under the revamp, whereas now you are very limited to what professions you can add to ranger. The only gating that comes into play is if you want tokeep Master Scout andmastering any basic profession starts to limit you.
Barnabus42
Thu Sep 22, 2005 5:21 pm
#149

To be quite honest I could care less about the armor changes, I hardly ever wear it anyway. Ionly wear it when the PA I am with goes for base takedowns. When I am hunting or doing the solo gig I rely on my camo and burst run to get me out of trouble. I consider it part of the challenge of being a ranger. We shouldn't loose too much in the way of CH abilities since we are still scouts to begin with. Turning Ranger into a para-military should be an interesting time, just hope Scout gets to keep camps. I like those things. Oh well, I can always go fishing at least.







Klee'Ratanph, Master Ranger, Ybisshy, Engineer -Chilastra-

Barnabus, Elder Scout, Peno, Medic-TC

Ninavehh, Officer, Kettemoor

WildBil2Me
Thu Sep 22, 2005 6:40 pm
#150

Incredible post Owen!!!


I noted it on SWGRanger and am in the process of reading through the thread right now.


Some exciting news, some interesting implications - really looking forward to more news.





Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
SpiritWolf448
Fri Sep 23, 2005 12:32 am
#151


I'd like to impose a question here, if I may.



Q: Considering that the current info given to us players is that a) Ranger traps only work against humanoids (limiting us just like the old setup, just the other way around), b) there won't be any Ranger specific weapon specials and c) there will only be ranged accuracy/speed mods, no melee ones. How does this warrant to make the prereqs for Ranger Exp4/Carb4, thus gating Rangers to Carbineer if they don't want to face a severy SP disadvantage? All other hybrids have (to my knowledge) specials, and they are not limited to certain content. Care to explain, Red Names?


Thank you.


SW448


Message Edited by SpiritWolf448 on 09-22-2005 12:33 PM

Starson
Fri Sep 23, 2005 12:33 am
#152

So now if I want to keep Master Scout, Master Ranger, and Master TKA I will not be able to because of the pre-req of Carbines. When I first started I tried Ranged, became quite good at it, but I found it boreing. I do not like to kite....I perfer to stand toe to toe. Why can't a pre-req be "and or" ?


I have allways thought the same thing about all other professions, why must a smugglar be required to have pistols, shouldn't it be "pistols or carbines or rifles, unarmed or fencer or swordsman or pikeman?





Starrwalker, The Barefoot Ranger
MPilot/MRanger/TKM
Awing/Recon "First in, Last out"
Alliance Commander
Eclipse (LOK)
Zephid_the_BattleMaster
Fri Sep 23, 2005 4:33 am
#153

i think removing terrain negotiation from scout skill tree is not a good idea. so what will we get by taking the first colums of scout to became bh? how will bh track down their mission without any terrain negotiation or how can a bh run in wilderness ahead of a jedi.
what will be those stealeble itmes announced what will they be why would we like to have those items or why would a ranger like to steal those items from players?

while reading the new abilities the ranger proffesion introduces i think it's no ranger proffeison. it was a butcher tow it is a rogue. those new skills should suit a new porffesion which may be named assasian , rogue or thief. and all those skill trees which look like the same. all those skill trees may be combined in two columns and some other useful skills may be intoduced. eg if we are renaming this proffesion as assasian we may think of him as a melee bh. instead of using using stealth to approach its victim while he is unaware. there may be a column for dual wielding one ahnded melee weapons and new sertifications for knifes which have accuracy bonus when used as a off hand weapon adn there may be added some chance of bypassing armor for off hand knifes and this ability acuuracy with off hand and bypassing armor may incresed with taking each skill box. sertification to use seeker and araknyd probe droids and access to bh terminals which have new assasian tab which require you to use your stealth skills. and there may be added some ekstra damage if target is hit while anaware of us. or if more than one person is attacking a target or target is attacking someone else. this should be a sginficant bonus which deals triple or quadruple of our damage and bypass armor.. but because assaisn or rouge is not a tank type he isn't the man of longer fights. so he sould finish the opponent as quicliy as possible using his stealth if anything goes wrong and cannot kill oppennet in time he has a smke bomb which covers the sight around him and ends combat for everyone targeting him then uses his cloak generator and disapers in fog. i think this charackter should be fun to play. and prerequestis may be first columns of scout and onehanded 1 from brawler. using 2 wepons at the same time adds both weapons sac to each other while using special moves and gices a penalty to accuracy which is decrased by gaining skills in two wepon figting. at master assasian may have a block chance for melee opponents if wielding to wepons.

As we come to ranger proffesion it says what is iti in its name "Ranger" is a ranged combat proffesion. i think it shouldnt lose the tracking ablity and should search area for overt players and groups. and a ranger in a group adds a trackless step bonus to a group so other rangers or rangers with less skill than our group cannot find and track our group in wild. tihs would be a great advantage to a group to have ranger in gorup in faction and guild wars. these tracking abilities and trackless step abilitis should stack for each ranger in group. eg two 8 person group with 1 master ranger cannot find each other in wild but if one group has to rangers then than grop has an adantage in finding the other. Ranger has como kits as before and works in non urban areas. he can camo whle group and make ambushes to other groups in wild. RAngers are experts in ranged fighting and have trained to use enviroment to add bonus to theri ranged ability which increases maksimum range for their ranged wepon the get maksimum of +20 or +25 range bonus in mater which may be like +5 in one tier 2 box +5 or +10 in tier 4 box and +10 in master. those camping hunting and traps all may be moved to scout. ranger will have aiblities like detecting hidden players and ambushes. a chance to find traps in wilderness areas, detecting mines. but not disabling them. more bonus to terrain negotiation than scout and with increasing terrain negotiation a ranger may get cover while standing. and surely some ranged accuracy and speed. buy not as much as a pure combat character.
the assasin proffesions stealth and trapping skill may be restricted only for urban areas and wilderness trapping and stealth may be moved to ranger proffesion
anyway i think scout should keep terrain negotiation and burst run efficacy.
thanks for reading this far.
Amra_Rocannon
Fri Sep 23, 2005 11:29 am
#154






Savanah wrote:





SickSix wrote:





Owen-Lars wrote:
Bah screw carbines. What is the point of limiting us like that?






I concur!!!!!


why not just Explor4 and Ranged Support4?????








because having BH and ranger share the exact same prerequs would lead to a new unballanced FOTM template and get us all nerfed....







ah excellent point. didn't even think of that. i haven't played in over a month, and haven't been on the forums for about the same time. so i'm not quit allthereyet lol


well, i'd rather have rifles. but whatever.....






Hey, I like being a Master Rifleman/Ranger/Scout. I don't want to have to have carbines as a pre-req. Why not have it optional as to which weapon you can master. In the "real" world military rangers are adept at rifles and also adept at close-in melee combat. Ranged Support IV gets my vote if we have to have a pre-req.



Amra Rocannon
Elder Ranger/Elder Rifleman

Kerbouchard Rocannon
Elder Droid Engineer

The clever combatant imposes his will on the enemy, but does not allow the enemy's will to be imposed on him.
- Sun Tzu
ioan
Fri Sep 23, 2005 2:25 pm
#155

The Ranger TN only applied to crawling, anyway.



Emaa
Starsider
Master Ranger / Master Creature Handler / Taun taun Handler #3

For your Ranger, Camping and Creature Resource needs, visit the No-Trace Survival Trading Post in Mos Taike, Tatooine (3500, 2000).

Mount and Vehicle Speeds Revealed in the CH FAQ
Bethya
Sun Sep 25, 2005 5:36 am
#156

Very interesting news. I'm slightly peturbed by some of it but here are a few random comments and questions.


Big yay to seeing our SP requirement reduced. Breathing a big sigh of relief on that one.


Peturbed by the move away from the outdoorsman type role which is what I want to play. It looks as if it will still be feasible - tracking via the skills and schematics in the Pursuit & Countermeasures line, harvesting still coming from needing some Scout tree skills, and some bonuses to concealment which will help me considerably (I hate the toe to toe approach).


That said, I'd be extremely worried if we have to go Carbines. I don't know if I am understanding things correctly so please explain to me in words of one syllable if I've got it wrong but are we being told that we can't be Rifleman?


Some of the skills in this revamp look great and I love the idea of being unarmored in the wilderness, setting up traps, sitting back at a distance, tickling a lair and then watching the traps fly into action while I pick off the stragglers with conceal shot. If I lose Master Rifle will I lose that play style?


Ilike being a Master Rifle, I've always played Master Rifleand don't see why I should have to change. Added to that, I wouldn't fancy AT ALL having to grind my way up that tree. Some of us don't get the chance to play for hours on end every day. Which leads me to ask whether we'll get any chance to respec if we find that our valuable Master Rifle skills suddenly go out of the window.


I should add that I've not yet really understood all the CU rubbish so if I'm missing something, please do correct me. I'd appreciate it.




sand, soil and sea
d'nara ci-iki, master ranger, FarStar

Keep watch over the worlds, Encourage the faithful, Restore the lost, Build up the community;
so that you may be amongst those who are truly known as a Master Ranger.



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