Ranger Archive
Thread: Ranger Weapon's and Certs.
JascoSmlee wrote:
General ranged and melee accuracy mods would be a start.
That would be a great addition to the rangers' arsenal.
Calculus_Entropy wrote:
Good point.
Ziege19 wrote:
Because we are hunters, not scavengers.
Ok, are we melee or ranged scavengers? Sorry, hunters...
Wyldcat309 wrote:
I see what you are saying, but is it just me or did they focus more on some professions and not others? It was just a few days ago when they added 2 new Schematics to Weaponsmith, Alliance Carbine Needler and Alliance Disrupter Pistol. The carbine is a level 30 weapon, no special Certs, and the Disrupter is Master Combat Medic Cert. Why are they favoring some professions over others? only thing I see they have changed in Ranger and Scout is the Survival Line XP change. It is just Scouting XP... No more need to sit in Camps now for XP... and that was the fun line to do
Vorpaks wrote:
Wyldcat309 wrote:
Ok. Master CM's get one.... Master Smuggler's get one.... Master Squad Leader's get one.... Why not Master Rangers???
I think a weapon cert is a little redundant at this point don't you? If we get high enough level - which usually a MRanger willl, you can basically use almost any weapon in the game or its equivalent. How many weapons do you need? (Ok, ok, dumb question)
I would much rather see AgonThalia's suggestion of Ranger specific specials than a Ranger specific weapon we can only use with the specials from our combat mix. For me personally as a MRanger/MCH I can use almost any wepon in the game but my most used special is placed shot from marksman carbines I. Sad, sad, sad.
Yes, they focused on some professions more than others. Ranger was not within the scope of the CU, Scout was as it is one of the prereqs for other profs which are within the scope of the CU. It's about the only part of the CU design draft that they stubbornly stuck to, focus on a few profs and deal with others 'later'.
The changes made to other professions which are outwith the direct scope of the CU were either sops to help soften the blow or, in the case of the few changes to Ranger, were fixes to things that they broke.
Calc us right,'Paks hasvery good point
Calculus_Entropy wrote:
Vorpaks wrote:
Wyldcat309 wrote:
Ok. Master CM's get one.... Master Smuggler's get one.... Master Squad Leader's get one.... Why not Master Rangers???
I think a weapon cert is a little redundant at this point don't you? If we get high enough level - which usually a MRanger willl, you can basically use almost any weapon in the game or its equivalent. How many weapons do you need? (Ok, ok, dumb question)
I would much rather see AgonThalia's suggestion of Ranger specific specials than a Ranger specific weapon we can only use with the specials from our combat mix. For me personally as a MRanger/MCH I can use almost any wepon in the game but my most used special is placed shot from marksman carbines I. Sad, sad, sad.
Oooohh....another good point!
JBMat wrote:
As we technically don't need a weapon class to master Ranger ( nothing says "You" have to kill the creatures, just harvest) why should we get a weapons cert?
Think about it.
JB
i can sense JB's scalding sarcasm at work here. lol
Scope? what scope? they completely blew away any scope they had when they turned the damn thing back asswards!
Almagill wrote:
Yes, they focused on some professions more than others. Ranger was not within the scope of the CU, Scout was as it is one of the prereqs for other profs which are within the scope of the CU. It's about the only part of the CU design draft that they stubbornly stuck to, focus on a few profs and deal with others 'later'.
The changes made to other professions which are outwith the direct scope of the CU were either sops to help soften the blow or, in the case of the few changes to Ranger, were fixes to things that they broke.
JascoSmlee wrote:
General ranged and melee accuracy mods would be a start.
I would favour this over any weapon cert.
It is unlikely that any weapon cert we get would be more powerful than the certification that'd be available to somebody who specialises in a specific weapon to Master level. (Mangled my English there, but basically, a Master Ranger with a Ranger cert'd rifle will not be as powerful (DPS wise) as a Master Ranger. Why not? Because that'd make Mastering an elite weapon pointless.)
If, otoh, we obtained range and melee defs as we progress through Ranger so that a Master Ranger was able to mitigate a high % of damage there'd have to be some degree of 'creature centricity' about these def's or we'd be slated as the latest def stacking fotm.
As traps clearly have a cehck of some sort to see if they are being used against a critter it would appear possible to introduce a similar mechanism to general combat. You'd think.
as TKA Ranger I'd loose my unarmed defense bonus with any weapon equiped, so I'd like the skills we miss because we are not able to Master any combat profession AND the related Basic profession like TKA Brawler.
add the skills of the Master Brawler and Marksman to our profession, one or two special attacks, fix our traps and Ranger would be a lot mor fun!
and if you stillwould like to see some Ranger related Weapon, how about some modifications for standard weapons like poison for melee weapons, modified weapon energy oscillators that cause poisonous effects in the targets body (this could be made with foraged gems and plants so forageing would be more interresting again)
hope you like my Ideas ![]()
Scalding sarcasm? Sorta
"Rangers are not a combat profession." That was said so many times I heard it in my sleep, yet I continued to rail against the idea until some Devs sat up and took notice. Some of my arguments were the total HAM damage I would cause just going out to check my harvestors (if it moves, I killed it) and the "ok, so technically we can just harvest without killing, is that the idea here?".
Anyhow - I am glad that through Owens efforts the Devs woke up and granted us "quasi-combat" status.
As to the weapons certs - I think that we need to get defensive mods and maybe one offensive special that can be used with both ranged and melee (the lethalhit idea - see previous posts).
JB
We already have ranger/scout specific specials. Our traps.
Any weapon, say a rifle, that was added to ranger would deplete our flexibility. It would help ranger riflemen but ranger combined with any of the other elite combat professions would loose something.
Moreover, if we got a weapons of each type everyone would loos.
The problem is that traps are not as efficient as CU specials and the CM abilities. We have to craft them, and drag them to the tool bar. They do not stick as often (in my experience) and thair effects are not as long lasting.
If traps was balanced with the CU, and perhaps even extended to work on NPC's then we would far better off. Add defence equal to a CM or Doc's and we would be set combat wise. (we would still need contend but that is another debate)