Ranger Archive
Thread: Questions Concerns For the Revamp
Arawaen wrote:
A sneak attack damage bonuswould be nice,they could add this toPowersand Rifleman too. I fail to see the point of first strike without it, heck I don't have trouble getting first strike withouttrue stealth. While the real life combat ability to one off an enemy quickly and quietly isn't an option (game balance wise), a tactical advantage would be very useful. This sneak attack would 'decloak', so your likely to only get one shot in any given combat(a 25% damage bonus doesn't seem unbalancing).
While it would be nice I agree, I don't believe we will get one there is noprecedence for it. Jedi get cloak, riflemen get concealshot, none of these abilities give any extra bonus for damaging an opponent.
Now strictly speaking from a RL situation, most of the casualties produced from an ambush happen in the initial volley or when the "bad guys" run into your command detonated mines in the kill zone. So surprise, and overwhelming firepower are your friends.
Message Edited by Rolfie on 10-11-2005 06:38 AM
What about concealshot from a riflemen?
This is why I ask what are the boundaries for concealment and stealth skills?
What breaks each in the new skillset? When does the conceal and stealth break.
For instance I am a Ranger riflemen right now I can conceal and use conceal shot maybe 2-3 times before it breaks and my position is given away.
If I were to try and use Advanced Snipershot my concealment would break during the windup timer.
So if a Ranger was concealed and camouflaged when does the concealment break, before during or after? After all the Ranger is supposed to be the master of concealment.
- General Question:
- Where does the new version of Ranger fit into the Combat Schematic ?
- Traps:
- When planning an ambush, planting concealed mines/traps while invisible may be necessary. Having to reveal ourselves to lay a trap, or indeed placing a trap which is initially visible may limit the situations in which we can use traps. A possible solution would be for traps to "inherrit" their owners visibility status. In otherwords, if a Ranger is not concealed a trap would be visible until concealed, but if a Ranger is concealed and lays a trap, then that trap would be concealed too.
- There is an old saying that goes "no plan survives first contact with the enemy". With the fixed position nature of our new traps, we will require our targets to get into proximity of the traps during a combat situation. Given that combat situations are fluid by nature, your plans need to be fluid too. Therefore the ability to lay a new trap during combat would important to have.
- Combat Specials:
- If traps are not deployable during combat, then we would need combat specials to replace them in a fight, or to use as a suppliment for an extended fight when the pre-layed traps have been used up.
- All elite and hybrid professions have special abilities, therefore what would be the reasoning for us not to have ranged combat specials, since we have to take a line of marksman ?
- Combat Mods:
- It has been mentioned that our defence mods would be comparible to a Bounty Hunter, could we please have confirmation of this. It would make sense to have substantial defences. Concealment may be our primary defence, but we need an auxilary method of defence for the times when we are revealed in hostile company.
- Will our offensive mods be generic so that we are not further limited to using Carbines?
Curious as to why this keeps coming up? Rangers now and in the revamp will be about stealth and trapping which would still have is basis in scout. Some of us choose to play the game another way, Melee or in my case Doc/Ranger. Why would they want to penalize current Rangers and force them into picking up marksman in any form? I enjoy playing this character and the new stealth role being proposed sounds like a lot of fun and since my character is strictly for a support in combat I think those traps would also fit in nicely. This is the way I choose to play my character, Master Doc/ Master Scout / Master Ranger and any changes to the prereq's will find alot of us current Rangers stuck in spot and forced to delete either Ranger skills or what ever other template they have come the day of the revamp and I don't see this as fair. Please keep the prereq's where they are and let us play the game the way we want.
MTaffin wrote:
Pre-Reqs
Is the carbines IV pre-req set in stone or clay?
Curious as to why this keeps coming up? Rangers now and in the revamp will be about stealth and trapping which would still have is basis in scout. Some of us choose to play the game another way, Melee or in my case Doc/Ranger. Why would they want to penalize current Rangers and force them into picking up marksman in any form? I enjoy playing this character and the new stealth role being proposed sounds like a lot of fun and since my character is strictly for a support in combat I think those traps would also fit in nicely. This is the way I choose to play my character, Master Doc/ Master Scout / Master Ranger and any changes to the prereq's will find alot of us current Rangers stuck in spot and forced to delete either Ranger skills or what ever other template they have come the day of the revamp and I don't see this as fair. Please keep the prereq's where they are and let us play the game the way we want.
I'm pretty sure it keeps coming up becuase the Devs actually said that the new Ranger pre-reqs will be Explore IV and Carbines IV. It's not Rangers asking for this, it continues to be mentined as we've heard nothing back to the questions, proposals, ideas, thoughts etc. other than "still being worked on". So it's being brought up not as Rangers asking for it, but as Rangers asking to find out if all but 2 or 3 professions will be "skill point viable" after the revamp. Maybe you're thinking that Trapping and Exploration are the pre-reqs or something? That's certainly one of the proposals, along with Trapping & Ranged Support, etc. But the only "official" word we've gotten from the Devs is that they are to be Explore IV and Carbines IV "for now". So yes, we need an answer to whether it's set in stone or still being looked into (and if not set in stone, what else is up for consideration).
Another thought I had was, will rifleman be able to use cover while camoed?
It seems duplication isn't allowed (eg. Maskscentor Camo cannot be applied while Maskscented or Camoed)
WeiQuin wrote:
Another thought I had was, will rifleman be able to use cover while camoed?
It seems duplication isn't allowed (eg. Maskscentor Camo cannot be applied while Maskscented or Camoed)
Then the question could be which would override?
It is possible to Conceal if Mask Scented but not the other way around.
FultonMeigs wrote:
Are we decided at this point as a community that we would greatly prefer that Carbines not be a prerequisite for Ranger? If so, do we know why the Developers put forward that specification? If we have a concrete understanding of their rational we would better be able to address the issue with alternatives.
Message Edited by FultonMeigs on 10-10-2005 12:06 PM
I think we've pretty much shown that as a whole Rangers are pretty varried in their choice of weapons. It's my hope that we can push the Dev team into rethinking this aspect of the Pre-req primarily because I think it really does hurt alot of the long time rangers.
Only time will tell.
Keeper32 wrote:
WeiQuin wrote:
Another thought I had was, will rifleman be able to use cover while camoed?
It seems duplication isn't allowed (eg. Maskscent or Camo cannot be applied while Maskscented or Camoed)
Then the question could be which would override?It is possible to Conceal if Mask Scented but not the other way around.
The problem with Maskscent vs. Camo was always the issue of the two being TOO similar. Yeah one was SUPPOSED to work on NPCs at one point, and yeah one was supposed to be stronger, and there were so many other concieved differences but in the end - prior to the CU at least - the average player couldn't really tell what the benefit of Camo was... most Rangers were maskscenting at that point rather than using Camo.
It's my hope that there are some really fundamental differences between Cover and Camo will be implemented. I'd be most curious to ask "How are the new type of Ranger Camo and the current implementation of Cover supposed to differ? What are their strengths supposed to be and how does each stand as unique?"
It shouldn't be two specials that are similar but in different trees... it should be two different skills that are unique to their respective professions.
What will be the purpose for PvE stealing if we don't have Ranger missions? Their descriptions involved more descriptions into the Smuggling missions with this ability than the PvE aspect.
Also, I would love to know what the limitations on ground traps will be. X per planet / any given time / in x by x area / in x radius / for x amount of time, etc.