Ranger Archive
Thread: Quick top 3 bugs/issues (quickly hehe)
Just wanted to agree this point. I never use traps as using rifles and mask scent I can get off 4-5 shots before I am detected.. for some reason throwing a trap screams "HERE I AM!" please attack me at pointblank range.
DaveG wrote:
Something else I'm not clear about with traps while we're on the subject. Beinga rifleman, I rely on stealth, so a lot of the time when I could use a trap, I don't because I feel it would give away my position. Therefore, I'd be interested to know, wheredo we standfor getting aggro'd by throwing a single trap at a creature? If it's quite likely, could we have a "concealment chance" added to our traps like riflemen have with just firing?
Solution;
Increase the range of tracking in increments so that at Master Ranger the radius is 1000 metres or more, and make it a significant increase over Tracking 4. Currently there seems to be no tracking range increase, even though one is stated in the skill tree. This will make the ranger better suited at finding both animals, people and players.
In addition, alter the tracking results window, making it a sortable table so that one can better organise the tracking results to more easily find what they want to. Column headings should include but are not limited to;
Animal/NPC/Player name - A giant Worrt, Elbib Olav, icarus-uk etc.
Direction - eight pointed compass direction.
Distance - distance from the player to the object.
NPC profession - Jawa thief, Alkahara Bandit, Moisture Farmer etc.
Additional information that could be added;
Player profession - Master Swordsman, Novice Medic, Sniper etc.
Player faction standing - rebel, imperial, neutral.
All columns can be sorted in the tradtional way of double clicking the column header, where it then sorts the data into alphabetical or numerical order. Such a table will allow the ranger to better assimilate the data he or she is being presented with and help them best plan a course of action.
Message Edited by icarus-uk on 01-08-2005 03:02 PM
Message Edited by icarus-uk on 01-08-2005 03:03 PM
Owen-Lars wrote:
The creature would not be able to attack, nor be attacked and would not be able to move.
Owen-Lars, it all sounds good apart from the part I've put in bold. Whether it be a pre-revamp or post-revamp scenario, I can't think of any good roleplay or tactical reason why your trap should protect the creature from us attacking it.
I think I know why you suggested it, but just imagine popping a Gurk lair. You get the the king and five crazed destroyers coming at you. Then you "mez" all the destroyers and just work the king. They're all stood around you, but only the king is "active", and you start using area attacks on it (/strafeshot2, /pointblankarea1orvarious types of melee spin attacks, for example), but only the king gets damaged. You're really going to be renched out of any imersion you had in what you were doing. The whole thing is going to feel wrong.
Also, you could really do with some sort of on-screen (perhaps hovering over the effected creature) timer so you know when this effect is about towear off.
I completely agree with you, icarus-uk.
icarus-uk wrote:
Issue; Tracking is only barely effective due to low range and a clumsy GUI
Solution;
...
Message Edited by DaveG on 01-08-2005 04:24 PM
"Owen-Lars, it all sounds good apart from the part I've put in bold. Whether it be a pre-revamp or post-revamp scenario, I can't think of any good roleplay or tactical reason why your trap should protect the creature from us attacking it"
Nah Dave you misunderstand, it doesnt protect the creature from being attacked, simply only works if you dont attack. I said when you tranq the creature it would not be able to attack, you wouldnt be able to attack it and also it would be able to move. If you did attack the creature (be it AOE or direct) then the mez would disipate imediatly.
In my followup post it was simply a way to saywhen youmez your target (like in the examples i gave) the creature could not attack, or move or be attacked (if you did then it wouldnt be mezed)
Here this is what was in the first post:
"- Once target is attacked the tranq'd state is removed allowing for normal combat to resume"
So ultimatly it wouldnt stop you from attacking the creature, but if you did, it wouldnt be mez'd anymore.
It should be like in every other game and in particular COH, i was a mezzer in coh and had great fun shouting at noobs who would use AOEs in a pack id just put to sleep hehe.
I see, that makes more sense. Thanks for clearing that up, and I beg your pardon for missing the reference in your earlier post!
Owen-Lars wrote:
Nah Dave you misunderstand, it doesnt protect the creature from being attacked, simply only works if you dont attack.
Yeah, as I've learnt to hunt, I've seen things that seperate the experts from the novices, this would be another one. I think it'd be something which would end up getting people really annoyed at the newbies/novices, but in a good way because it's all learning stuff.
Owen-Lars wrote:
Oh yeah dave and i agree with you on the effect monitor feature we need. I think it should feature for all traps and grenades tbh. When mezzed or rooted or slowed there should be some sort of visual clue indicating so. However half of the fun from my previous mezzing experiences in other games have come from not knowing when your mez runs out and that always seems to keep you on your toes and have something to do.
If you know when its going to run out it leads to plain mez rince repeat, if you dont know then there is an edge about combat, the unknown and i like that. You will be able to predict roughly when it ends but thats down to your personal skill, something i was happy about in coh as it seperated the men from the boys in that regard.
Tracking, this is probaly my biggest pet peave, I find it utterly usless, unless I want to wind someone up, mind u someone brought out their own gank squad after me so it was time to beat the feet before they found me lol (they where the opposite direction heading away from me
Harvesting, ok while we're getting maybe mildly better harvests, shouldn't at least be improving much higher than everyone else especialy after master scouser (err scout). As well shouldn't we be getting a bigger cut in group harvesting?
Camo, it works and it doesn't, you can run about dathomir until your blue in the face and not agro a rancor, go onto tat and kettle beatles and well we all know the story.
DaveG wrote:
Something else I'm not clear about with traps while we're on the subject. Beinga rifleman, I rely on stealth, so a lot of the time when I could use a trap, I don't because I feel it would give away my position. Therefore, I'd be interested to know, wheredo we standfor getting aggro'd by throwing a single trap at a creature? If it's quite likely, could we have a "concealment chance" added to our traps like riflemen have with just firing?
/agree
I rarely use any traps except in self defense. Opening up with a trap is just suicide as it will normally cause every critter to aggro, not just the targetted one. Perhaps this is more due to the max range of traps? Though it may seem rather odd lobbing a Noise Maker kegat a critter and expecting it's friends not to notice ![]()