Ranger Archive

Thread: Stirring up an old debate: Ranger Weapon

WildBil2Me
Thu Mar 24, 2005 7:19 am
#14

I had always been against hte idea of Ranger getting a weapon only because I felt that it really didn't make much sense. Besides the bowcaster it seems that any kind of hunting weapon is somewhat out of continuity (but really who cares about continuity this is SWG )


With the recent changes to other professions costs, I've kind of fallen in line with the need for Ranger to have its own weapon (despite the falsehood which claims that Ranger is not a combat profession.)


Rather than a trap launcher (because right now we have trapping droids) I'd lean in the direction of traps being upgraded to be much more offensive weapons.


Let traps deal damage, let them apply good states, and let some traps be lethal in the right hands. Why can't we have a "bantha trap" which causes major damage and seriously stunts mobility? Why can't we have a true poison dart? I think these are things that can easily be included into the system without going to far.


My other thought would be to give us the "bowcaster" cert and some bonuses throughout the Ranger tree. If we're gonna use a bow, lets use the one that's already there... and wicked cool.



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Calculus_Entropy
Thu Mar 24, 2005 8:31 am
#15






Nemo0 wrote:

Personally, I prefer the modular trapping idea (don't necro it or it will be deleted and that would be bad).







Actually, necro's don't get deleted...only the post(s) that bumped it back into circulation. That allows it to re-sort based on it's old date. Even then, it need to be reported to be 'fixed' OR someone needs to spam a bunch of necros to get it 'fixed.'


Ummm....I swear I learned this on the Corr and forum and NOT through practice!




Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Phenix1050
Thu Mar 24, 2005 8:59 am
#16

Let me address a couple of the other ideas that were being kicked around.


The multiple bow idea: Simple principle of life: KISS. If we also have a melee weapon, there're really very little need for a shorter range bow.


The composite bow idea: Well, as you know, I supported that idea, too. But that idea is contained within this idea. My weapon could also have specials, giving it (when using two darts) the same relative power as the composite bow, but with greater functionality due to the ability to also launch traps.


the trap launcher idea: while connecting it to your weapon might sound good, i doubt a vibroknuckler would look good with a trap launcher on it. Remember, we have to keep this idea viable for both Ranged and Melee Rangers. Also, the trap launcher I have seen before this one rely on shooting only a single trap. Mine could use two, which would be nice. Double your chances of a trap sticking, or use powerful combinations.


the modular trap idea: I still think that this could be used for the "ground traps" idea. This isn't an either/or situation. In fact they're very similar since you'd have to load up your crossbow like you'd load up your modular ground trap.



As far as whether Rangers are a combat profession...look at what we have. We can inflict states, we can do damage (bone spurs do mind damage), we have accuracy modifiers (traps get more accurate with more skillpoints, plus the to-hit bonus), we have defenses. Basically, we have all the basic requiremets for a combat profession, but we don't have enough of them to be truly usefull in combat. Those of you who read the CU info in the In Development forum will notice that doctors and medics are recieving changes in the CU, which makes them a core combat class. It is my personal opinion that Ranger is far more of a combat class than Doctor. Point being, whether or not you view Ranger as a combat class, we're going to need to see a drop in our power after the CURB. This is simply an attempt to give Rangers a cool new toy that adds functionality and (my favorite word in terms of combat) TACTICS to the profession.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Temujin23
Thu Mar 24, 2005 2:08 pm
#17

I like the off-hand mounted double crossbow idea, but I don't like the idea of weaponsmiths crafting the projectiles. We make our traps, why not the projectiles? Besides, how many times have you seen a commando on the trade forums desparately looking for a place to buy grenades in bulk? Maybe it's different on your server, but on mine those consumable weapons can be hard to find.


al-djinn'i

Master Ranger/Master Pistolier



Wake up! Time to die.
Tarnak_Archvold
Thu Mar 24, 2005 3:39 pm
#18


Dariane_Kamutsovy wrote:

I COULD agree with that, if, BUT ONLY IF, some things were changed.

At this time, getting Master Ranger is almost as twice as much SP as getting 1 Elite Combat profession, yet we do not get anything special in return.

This is a situation that should be remedied.



Well of cause we should get our skill points worth of functionality, that is why we need a rewrap. And something like we are discussing here would most definitely fall under a rewrap. (devs wond have time for us before)




Phenix1050 wrote:
As far as whether Rangers are a combat profession...look at what we have. We can inflict states, we can do damage (bone spurs do mind damage), we have accuracy modifiers (traps get more accurate with more skillpoints, plus the to-hit bonus), we have defenses. Basically, we have all the basic requiremets for a combat profession, but we don't have enough of them to be truly usefull in combat.


That just supports the idea that traps are our "weapon". But really we have as many defences and dancers, and you do not call them a combat profession do you?
All combat profession are somehow depended on either marksman or brawler, if we were to be considered a combat profession we would have to have one line of one of thoughts two trees as our prequest. Most likely the unarmed branch or the range support. One would remove the option of range based rangers, the other the option for melee based rangers. I do not like either choice.
Also if master ranger was to become a combat profession on par with say master rifleman (my combat profession ) then how would all our train negotiation and creature harvesting fit in? No other combat profession, have such modifiers? Would all combat profession get them? And if not, how could we expect to have thair level of combat skills.


Phenix1050 wrote:
Those of you who read the CU info in the In Development forum will notice that doctors and medics are recieving changes in the CU, which makes them a core combat class. It is my personal opinion that Ranger is far more of a combat class than Doctor.


I respectfully disagree with you on that. A doctor will be using his healing skills in combat, or to fix the result of combat. Yes, we use our traps in combat, but none of our other skills are specific combat related, in fact some of our skills are used to avoid combat.
So I would say that Doctors are far more a combat profession then rangers.


Phenix1050 wrote:
Point being, whether or not you view Ranger as a combat class, we're going to need to see a drop in our power after the CURB. This is simply an attempt to give Rangers a cool new toy that adds functionality and (my favorite word in terms of combat) TACTICS to the profession.


We do not need to have damage dealing tools as part of the ranger profession to use tactics, that is what the rest of our skill points are for.
As I said, I like you idea of the wrist mounted double crossbow, as just a trap launcher. It is the damage dealing darts I dislike.
I really think that any proposal we make including weapons will be shoved in to some archive folder with even being considered by the devs.

We choose to become rangers, and we use our remaining skill points to choose what kind of ranger we wad to be.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
BioEngine
Thu Mar 24, 2005 3:46 pm
#19

I don't care about not being able to craft this proposed device.


I wish we had weapon proficiencies to use with our bonuses to hit and damage creatures.





Account active 'till November 10th, contact me on forum name:
Stamina
Tarnak_Archvold
Thu Mar 24, 2005 3:46 pm
#20


Temujin23 wrote:
Besides, how many times have you seen a commando on the trade forums desparately looking for a place to buy grenades in bulk?

Well the reason for that is that grenades and heavy weapons are the most time consuming and resource expensive items to make for a weaponsmith. And even if they make them they will never be able to charge know where near as much for grenades as they could if they used the resources on other weapons.
So mostly grenades are made by weaponsmiths who are still collecting all the necessary resources.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
Phenix1050
Thu Mar 24, 2005 6:40 pm
#21








Tarnak_Archvold wrote:
I respectfully disagree with you on that. A doctor will be using his healing skills in combat, or to fix the result of combat. Yes, we use our traps in combat, but none of our other skills are specific combat related, in fact some of our skills are used to avoid combat.
So I would say that Doctors are far more a combat profession then rangers.


Traps are a FORCED combat action. meaning that you can't use them outside of combat and using them initiates combat. Healing can take place outside of combat, and doesn't force combat. As for the other skills-- just like healing is a passive combat special, so is mask scent and camoflauge. It is used to avoid combat. Avoidance is just as much a part of combat as anything else. How about /rescue? Using it can only be done in combat. Harvesting-- well, if you can show me a single time you harvested a live animal, I'll believe that has nothing to do with combat. As for camps-- they're used for healing-- which is a part of combat, according to you. So all four of our trees are intracately connected to combat.




Phenix1050 wrote:



Point being, whether or not you view Ranger as a combat class, we're going to need to see a drop in our power after the CURB. This is simply an attempt to give Rangers a cool new toy that adds functionality and (my favorite word in terms of combat) TACTICS to the profession.




We do not need to have damage dealing tools as part of the ranger profession to use tactics, that is what the rest of our skill points are for. after a master combat class a master ranger won't be able to pick up any medic or any other skills in the new system. We'll have 4 skill points left over. That's not much of a choice, compared to stackers. If you're a Ranged Ranger, you're useless up close. If you're a melee ranger, your ability to attack from far away to "pull" creatures is diminished. What this is attempting to give Rangers the same basic options as a stacker, but not neccesarily the same power.



As I said, I like you idea of the wrist mounted double crossbow, as just a trap launcher. It is the damage dealing darts I dislike. I understand that. But if they're not as powerful as a full combat class, then they're just used as an additional tactic. Example: a ranger wishes to trap a beast. But the know that attempting to do so will initiate combat without doing any damage directly. That's dangerous because the creature is tough and getting a head start on killing it is more important than the slight reduction to defense the creature gets when trapped. Solution: the dual launcher. The person can start doing damage while also attempting to trap,meaning a failed trap attempt won't mean death for the Ranger.
I really think that any proposal we make including weapons will be shoved in to some archive folder with even being considered by the devs.
I think that's a poor assumption.

We choose to become rangers, and we use our remaining skill points to choose what kind of ranger we wad to be. Well, I want to be a Ranger with a damage dealing doublecrossbow.










PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Myst_Shade
Thu Mar 24, 2005 9:18 pm
#22

i would be happy with a stealth generator, or at least, enable camouflage in pvp as weel (youd dot disapear from radar till you atack, be ataked or detected) but i realy would settle with a nice camouflage prop, like...leafs on my head and clothing stuff in my face



"Speed kills, style is everything..."
Dariane_Kamutsovy
Fri Mar 25, 2005 1:10 am
#23






Tarnak_Archvold wrote:
Weapons belong in the combat professions. Ranger should NOT be a perfectly self-contained profession. The skill point system of SWG is about making choices, a ranger who chooses to also master CH also choose to have fewer weapon skills.
If rangers got weapon certifications and the skills mod's to use them, it would negate that choice. Even if the weapons did low amounts of damage, compared to other weapon types.

That is why I am against damage dealing weapons for ranger. Nevertheless, am still for trap launchers, trapping could use some more advanced features for rangers. If a ranger wants to do range damage, they should pick up marksman, just a all other professions.






I COULD agree with that, if, BUT ONLY IF, some things were changed.


At this time, getting Master Ranger is almost as twice as much SP as getting 1 Elite Combat profession, yet we do not get anything special in return.


This is a situation that should be remedied.

Owelo
Fri Mar 25, 2005 5:56 am
#24






Calculus_Entropy wrote:
I'm having deja vu all over again!

FWIW, we got trap launcher already.

OK, I am done being a gloomy gus, please continue!





As my driod engineer buddy pointed out to me today he can make me a trap launcher, as well as a weapon droid crafting station, harvester, extra storage, stimpac dispencer, or just about anything else i wanted all included in one package, and i could use it with a weapon equiped, and since I have a little ch i can use my pets too.

Phenix1050
Sat Mar 26, 2005 2:56 am
#25

Again, a trap launching droid can only fire a single trap, it requires a /tellpet or text command, and is generally useless to a master Ranger. this weapon would be able to fire two traps and would configure itself to the individual Rangers' needs. That's why I like the idea so much-- the ability to do a lot of stuff, but the need for tactical planning ahead of time.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
KaiRaene
Sat Mar 26, 2005 4:25 am
#26

Hang on... Dont you guys know that Ranger isnt a combat profession? Why do we need a weapon? Thats like taking Commandos and giving them a Commando only ballet outfit. jk



New home of SWG Rangers!

"Ranger isnt a profession. Its a lifestyle for sure. But upon the desert plains of Tattooine that wandering hermit you see was once a proud Ranger. It may not be a profession anymore but the lifestyle can never be lost, changed or deleted. "




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