Ranger Archive
Thread: So what happens to my old template then if the Carbines is a pre-requisite?
MohdriDarkstar wrote:
Aragorn.
If you want the wilderness aspect of the game, and you want to be a creature harvester, then you go Master Scout + Master Ranged/Melee Elite + Healing.
Master Scout and Master Ranger are completely different entities. Disassociate Master Ranger from Scout at all. How much do you associate Bounty Hunter with Scout? Not at all. Ranger is no longer a Scout Elite.
There's no getting around it.
So the argument is more akin to: I want to be a Master Rifleman, Master Smuggler! Non-sensical.
You're just going to have to disassociate Ranger from Scout. That's the way the Developers are taking this and I don't see that changed.
Message Edited by MohdriDarkstar on 09-29-2005 02:01 PM
Please read my post again. I've stated numerous times that I WANT to play what you're calling the "post revamp" Ranger. I've long wanted Ranger in SWG to be MORE like a "Star Wars Ranger" - Imperial Sector Ranger, Antarian Ranger, etc. I'm definitely looking forward to the revamp and the spec ops role.
AND I agreed with your point that it's entirely appropriate to point out that the changes in Ranger and Scout mean that someone who ONLY wants the creature-limited skills can stick to Master Scout. You're barking at the wrong person here.
The difference is, I'm not trying to be arrogant about it and saying what amounts to "just drop down to Scout and shut up about it". The point I was making is that for people wanting to stay "master creature hunter", staying Master Scout will potentially present challenges when it comes to trying to hit CL80; you will be more limited in the professions you can pursue to be able to get enough "CL granting skills" under your belt to hit CL80, and we all agree that CL80 is highly desired, if not and outright requirement, to partake of either high end quests or high end creature hunting. And even tho I WANT to play a spec-ops Ranger, I don't agree that THAT has to mean that the wilderness / outdoorsman focus of Ranger had to change. So yes, I will miss that "aspect" of Ranger, but I'll survive and probably do a lot better in general than I can do now, if for no other reason than we're supposed to be picking up defense and offense mods.
Additionally, many of us are trying to propose and debate a number of different ideas for pre-reqs since NOTHING has been set in stone yet, and again, we're trying to NOT be selfish about things and want to see if we can't work with the devs and come up with a solution that's not:
1) overly restrictive on people's templates (and tying a profession to 1 particular weapon is - I'd agree with that same statement for Smugglers actually)
2)fair to as many existing Rangers as possible
3)allows for the same level of diversity in building your template while still hitting CL80 as the current system does. In the current system, there are 3 professions that a Master Ranger can not master: CM, Smuggler and Commando. With Explore4 & Carbines4, there will only be four professions that a Master Scout / Master Ranger CAN master: SL, CH, BH and Carbines. So for anyone who is currently Ranger, and wants to continue that lifestyle and playstyle, the new requirements are MASSIVLY restrictive to your template and your playstyle.
Your approach here to that has been to essentially say "so shut up, take Ranger and forget wilderness entirely, or keep Scout and dump all of Ranger and just go hunt creatures". Well, I'm a Master Ranger and have been for a long time now. I LIKE the creature hunter and wilderness survival aspect of the profession, and at the same time I hoped (and am happy about) them taking the profession into more of a special operations type role. I do NOT see them as being mutually exclusive, and frankly I think it's pretty arrogant for anyone to come here and dictate to anyone else what they should or shoulnd't do, or try and tell folks who simply want to play the game with a similar template to what they've played with for 1-2 years now that they are wrong and need to do it one way or shove off. Maybe that's not entirely what you meant, but that's how your posts came across.
Well I guess what I am saying is if I want to stick with master Scout, Master Ranger, Master Teras Kasi, once this revamp comes about, im going to have to drop a couple boxes in Teras Kasi, which means Ohh..hey...I have to lose some Innate Armor benefits, not to mention I can no longer use my Necrosis Nightblade or my Knuckles of Katarn, so I guess I am stuck using an ugly blaster Fist with 350 damage. lmao Sad
I say they just give us like 25 more skill points for 2 year Vet Reward. Would that offset everything? I know only thing that I would be able to do with that is get novice medic now, and bacta toss and bacta spray. At least I would be able to heal myself now. ahhaha
But seriously, in my opinion they should make Master Ranger 2 lines of scout, Make Commando two lines of Marksman, Smuggler two lines of marksman. Hybrids suck because smugglers dont use their 4 boxes of brawler, commandos dont rely heavily on their 4 boxes of brawler, its a waste of skill points. Which they could use better in a medic or marksman field.
But I do like the extra skill point idea for 2 year vet reward. lol HINT HINT. lol
-MAUL- wrote:>>>millions invested in CAs & AAs<<<As proven over and over, the last time being the CU.SOE doesnt give a worrts fuzzy behind about your hard earned credits. Nor the time it took to make them.Just like in real life, be a good little drone, and the man will leave you alone.
A couple comments...you can always sell your CA/AA outfit (I know it sucks, but it's not like you don't have options). Also, you should still be able to master any non-hybrid combat profession, even with the Carb 4 prereq. This may not be the best use of SPs, but the option will still be there. Finally, we still aren't 100% sure of the prereqs. They can, and often will) change until the day the revamp goes LIVE (things even change on TC). We (Owen, Paks and I) did put up a good fight on the corr forum, and they do read the Ranger forums, so all hope is not lost yet.
I suppose we'll still have the big flames about whatever they end up deciding to do with the pre-reqs, someone will hate it and idly threaten to cancel. *sigh* I hate idle threats.
Phoenix7083 wrote:
What I can't figure out is why a weapon that's not build for accurate, steathy maneuvers (Carbines) is being made a pre-req for a profession that over all else emphasizes tactic and stealth-based strategy (Ranger)....
I mean, carbines were designed for the frontline soldier charging into battle....why in the world would they be a pre-requisite to a stealth-based profession? I'm just stumped on that issue.
I've lost my handy 'history of guns and stuff' book while rearranging the house, but, iirc, carbines have their roots in the short guns used by mounted troops (easier to handle from the saddle, not so much 'accuracy' as giving a good scare to the enemy and standing a better chance of hitting them rather than your horse) and soldiers/marines on ships (closed space, rigging, etc etc).
They are short barrelled weapons giving good crowd control at medium to short range. The emphasis is more on the crowd control aspect than any accuracy. They're the ingame equivalent of a shotgun / scatter gun and, in the films at least, seemed popular with troops fighting inside ships/buildings.
That seems to map pretty well across to where the devs seem to see NuRangers fitting into the scheme of things. The stealth aspect comes from the infiltration part, the exfiltration is more flash bang wallop, lots of noise and fury to keep pursuers more intent on not getting a kneecap full of shot than on focusing their attention on perforating your rapidly retreating butt with 'accurate blaster marks'
So, steath and concealment to get in, noise and fireworks to cover the retreat (if discovered), else retreat carefully and quietly while leaving behind a pile of traps to dissuade anyone from following.
SpiritWolf448 wrote:I made a short list, if I forgot something or got something wrong, correct me please.
Pre-Revamp, you can add the following combat professions to Master Scout/Master Ranger and master them:- Rifleman
- Carbineer
- Pistoleer
- TKA
- Swordsman
- Fencer
- Pikeman
- Doctor
- Creature Handler
- Squadleader
- Bounty HunterNot possible are:
- Commando
- Smuggler
- Combat Medic
After the Revamp (if it stays at Exp4/Carb4), you will be able to master the following combat profs alongside Master Scout/Master Ranger:
- Carbineer
- Creature Handler
- Squadleader
- Bounty Hunter
Not possible will be:- Rifleman
- Pistoleer
- TKA
- Swordsman
- Fencer
- Pikeman
- Doctor
- Commando
- Smuggler
- Combat Medic
And now, dear Devs, please tell me that this is balanced, encouraging diversity..... ^_^"
SW448
You're not forced to pick up Master Scout. That is something the player decides.
The actual Ranger pre-req will give you more SP after the revamp then you have now.
Novice + One branch, even if you don't have that novice profession is 29 SP.
3 branches of Scout and the Master box is 38 SP.
So even a brawler template, forced top pick up novice Marksman and Carbines IV will come out of this with an additional 9 points.
**bones creek**
**knees pop**
I am taking my Lizardlike buddy Ickpon off mothballs for the winter months soon and this debate has me very interested. I am TKM and Master Ranger. This was my template I always wanted and envisioned since the game was released and I started playing. These changes sound very exciting and are what I know we all have been wanting for a long time. I envisioned the Recon aspect of this like Stealth up and quietly disperse of your enemy I.E. via TKM.
However, if I cannot be TKM and Master Ranger, that will be the stinky for me. It appears it may not be possible after the revamp, which makes me have to make a choice on what I will be Master Ranger or TKM.
I for one am confused how we could not master both if I am going to free up all those scout points.
True a ranger is not going to be forced to master scout now, but nonetheless any potential master scout combination is worth looking into for the sole reason that it will make for the best hunterof resources.Anyone who wishes to maintain master scout is forced to take up at minimum, one profession deriving from scout in order to maintain cl80. That means bounty hunter, creature handler, squad leader, or yes, ranger. Those who take up BH/SL arethen free to add rifleman, pistoleer, carbineer, or the either/or of BH/SL that they didn't have. Anyone taking CH will be free to take BH, SL, Pistoleer, Rifleman, Carbineer, TK, Fencer, Swordsman, Pikeman.If ranger stays carb4/expl4 then anyone taking ranger as a first choice will get to then choose either carbines or bh.
Oculus wrote:
You're not forced to pick up Master Scout. That is something the player decides.
The actual Ranger pre-req will give you more SP after the revamp then you have now.
Novice + One branch, even if you don't have that novice profession is 29 SP.
3 branches of Scout and the Master box is 38 SP.
So even a brawler template, forced top pick up novice Marksman and Carbines IV will come out of this with an additional 9 points.