Ranger Archive
Thread: armor for rangers
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OritKelteel
Sun Apr 17, 2005 4:09 am
#14
Well, i decided to keep ranger/rifle now i tested it on TC. I can get both armors this way and ranger is still my favo prof. Thank SOE for TC so i can make decisions. But i do want to test out commando just so i can blast some nuna's with rockets. But ranging rules even after the CU. Thanks for your replies guys.
Jolandir
Sun Apr 17, 2005 9:52 am
#15
I agree, Balrozgul, that I want to see us get specific weapons, and weapon certs on those weapons, and possibly with some that are in the game now. but so far the Devs have not aggreed that we are a full on combat profession (yes we love you Devs for giving us fullCL!!!!!!!), they have for a long time said no to us getting camo that would take us off the radar (as we all know now Rifleman get this without camo now - so let's keep asking for this for our camo which would make a lot more sense), and for our trapps or some trapps to work against NPCs and players. So far they have continued to say now way, even though it is clear in the movies, books, and obviously in RL that traps work devistatingly well on NPCs (not in RL obviously) and on players.
So here is to hoping that they will truly do this, since it is very rediculous to think that traps would not work on humoid species and yet on everything from Dwarf Nunas to Ancient Bull Rancors, and have absolutely no effect on humanoid species. Come on now Gungans and Ewoks are smarter and better adept at using traps then Rangers? I don't think so.
But again it is getting the Devs to see that this not only makes sense in SWG as well as RL, but that it can be an extremely good addition to strategy and tactics, which will have to make others think before they just go charging in even if they are tanks. I mean we can purchase mines (it is a trap gang) from factions, but we can use rope ensnaring (Luke and the other pilots agains AT-ATs!!!!!!!!!) and a variety of traps against enemies and AT-STs (Ewoks) and we who are masters of this field can't even ensnare a noob trooper. This really need to change this, and again I think it will bring real depth to tactics and strategy that has not been applied yet to SWG.
Also camps should be revitalized (factionally you can purchase hospitals, and other military camps and place them just about anywhere). We should have camps that are a real helps to both hunting and to the GCW and all phases of combat in SWG. This would make temporary base camps on habitable planets viable for quick set ups and strikes and then to leave Dodge, and to be a major asset to unhabitable planets for staging and recovery areas and forward sites on uninhabitable planets such as Dath, Endor, and Yavin (and I believe this is the case on the new Wookiee planet where camps from scout/rangers should be allowable considering the type of planet it is).
Jolandir
Balrozgul
Sun Apr 17, 2005 11:15 am
#16
I agree on the trapping of NPCs as well as the functionality of camps being improved. Needless to say thereare a lot of ways that ranger can be improved. Weapon certs/weapon mods would be a bonus to me personally, though I believe the biggest and best change that they can make would come from the trapping line. There are many alterations they can make to the way they work which will improve our class ten fold. Before any of this can happen however there needs to be a consensus amongst rangers. Take a close look at the combat schematic which places all combat professions into a designated role. (except at this point, ranger)
Before we can start threads again discussing the various proposals about trapping or camping or our movements in the wild, we must come to a clear conclusion to go to the devs with and say: The ranger community would like to be placed in XX on the combat schematic. As to me, I would like a position somewhere related to crowd control, inflicting states and restricting movements would seem to be ideal to what a lot of us would like to do in the wild. This could perhaps be blended in with the healing box to allow us to salve away poisons and diseases too. Time for a new thread I think... 
Noghrilover
Sun Apr 17, 2005 4:51 pm
#17
agent156 wrote:
It has been.
As a Master Ranger/Master Rifleman I get CL 80 on TC.
Yes! Thanks for that news! I will be Master Ranger then, no more dabbling for me. Welcome me to the Club. 
Rcol
Mon Apr 18, 2005 3:03 pm
#19
OritKelteel wrote:
Well, i am a master ranger/ master rifleman. I like this, but i think i drop it. Why? Well after the CU i dont think it's so good anymore. First of all is Ranger is not a combat class so no maxed ham bars. But also the armor is battle armor while rifleman is reconnaissance. shouldt a scout/ranger have reconnaissance? Isnt that what a ranger is for, to scout the area aka reconnaissance?. I dont want to have battlearmor skills for ranger and reconnaissance for rifle. It just doesnt feel right. I had fun with ranger, im going to be a deep space miner after the cu. No more hunting on planets. Im just going to sit in my freighter and mine. I think i go pistoleer/smuggler/merchant 0-0-4-0 so i can slice and spice and put a vendor somewhere so i can sell drugs to any lone ranger who stops by my illegal casino. Although i am an imperial colonel and should stop smugglers from .. erm smuggling. Im becoming myself one. And pistoleer/smuggler both have reconnaissance armor. So then i wear scout armor while i am not even a scout. Why are these guys called scouttroopers then.Furthermore i want to say that i had second thoughts about the CU and the EQ2 style. But the CU looks great and i think i can get used to the EQ2 controls. But i must say that i do miss my ALT key. But after a while of playing i probably dont know any better. But i did switch back to SWG from EQ2 because i didnt like EQ2. The new effects are great in the CU. Oh well, time to think this over. It is gonna be hard dropping ranger. I mean, it's not a profession, its a lifestyle.
Message Edited by OritKelteel on 04-16-2005 07:21 AM
dude i like ur thinking and i think u are right .. i dont want that ranger becomes a pvper ..
we are the milk, meat and hide colectors and that it is.
Phenix1050
Mon Apr 18, 2005 3:11 pm
#20
Rcol wrote:
dude i like ur thinking and i think u are right .. i dont want that ranger becomes a pvper ..
we are the milk, meat and hide colectors and that it is.
I totally disagree with the statement in red. I didn't sign up to collect resources. That happens to be one way thata Ranger is usefull. To restrict us to that is flat out the worst idea imaginable. No other combat class (and yes, we are a combat class) is restricted in usefullness to PvCreature. Keeping ourselves on such a narrow goal is half the reason we're in the dire straights that we are now. To push this as the main focus of a Ranger is to go against some of the best posts of all time here. Read the Ranger 2.0 thread from Owen. Read the Original Outdoorsman by N'Rass. See some of the posts from newer Rangers like CuchlainDarklight (sorry is the spelling is wrong, your damn name is hard). They are great because they see Ranger as more than a "collecting resources profession".
The point is that even with skills that work in PvP, we could still harvest. That's a choice you'd have to make. But to say that because you like to harvest and that's all you want to do, that no other Ranger should have PvP skills is silly. Even if we get PvP skills, you won't lose your ability to harvest. So there's no loss to supporting a broader and more fun set of skills for Rangers.
DaveG
Mon Apr 18, 2005 4:03 pm
#21
* Puts on crash helmet clearly labelled "It's a Joke" *
Hmmm,
PvP ... PvCreature ... PvP ... PvCreature ...
Okay, I want traps to work on player pets, and then I want to be able to harvest from dead player pets too. 
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