Ranger Archive
Thread: State of the Profession (Oct 8)
yay a request for faster swimming, anyone else ever seen a pikeman swim with their pike equiped wow can they move for some reason.
Great list NRaas we can just see what happens after the patch works ![]()
"However requesting that the materials needed for the highest level camps should be Metal and Polymer makes no sense at all, these aren't ranger materials."
Hmmm... Not Ranger materials...
What makes no sense to me, is the fact we can create a crafting station (two of them in the highest camp), and what I suspect is a plastic potted plant from simply Hide and Bone (with a pittance of metal through in).
If it were the case that crafting stations could be produced with only those resources, then why do Architects require so much more for their versions of the same equipment?
You should see the requirements for creating a Food and Chemical Crafting station (courtsey of swgcraft.com)
- 621 metal
- 58 polymer
- 56 inert gas
- 50 mineral
- 30 ore
- 28 steel
- 18 copper
I feel lucky that we got away with creating a similiar device (though theirs is a private station), with only metal and polymer.
With the new patch, /maskScent breaks when you enter combat. Okay, I can live with that.
However, it seems that the same holds for /conceal. (I am basing this on only one use of a camo kit since the patch, so I could be wrong.) This seems to seriously limit the usefulness of camouflage kits. Unless I'm planning to run through the wilderness for several kilometers with shooting anything, it's not going to be worth it to use a camo kit, even with the flora component removed.
Is the intent that one uses the camouflage only to sneak past groups of NPCs, and depends on masking scent for everyday hunting? If so, the change might be appropriate, andI withdraw my objection.
Great work as usual but I didn't notice this before.
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Request for Group Terrain Negotiation to be added to our profession rather than Squad Leader.
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Don't like this one. It is asking for another class to have abilities removed that I don't know that we deserve. However if we are granted a speed increase and then an ability to grant a portion of that to the group, I think, that would be more along the lines of what I think we are all about. Like a trail blazing type skill. No direct effect on climbing just a flat out land speed increase that will affect climbing because of this.
I have seen this one but it needs some serious thought.
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- 0-25: Climb bonus, 25-50: Crawl bonus, 50-75: More Climb bonus, 75-100: More Crawl Bonus
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This would hurt all the scouts that depend on the hill climbing to get away from groups of creatures. I know I used it. This would detract from an ability that they may depend on. I feel it would be better, if we are looking for a differentiator in land navigation fromother professionsthen we should try for the overall speed increase instead of suggestions that take away from other professions.
"Is the intent that one uses the camouflage only to sneak past groups of NPCs, and depends on masking scent for everyday hunting?"
Yes I believe that was part of the intent of the design, and it is the way I personally intend to use the skill.
You can also use camo kits on other players who don't have /maskscent ability themselves...
- Handy if you want to sneak a small group straight past a menacing enemy.

"but missions from NPCs that involve killing one person (no lair) they auto aggro once you get in range whether or not you have /conceal."
Yes that issue is on the list already. ![]()
There is something in the humanoid A.I. that seems to cause them to engage the player at maximum range... Before /conceal is checked. ![]()
/conceal doesn't work on NPCs of opposed faction while overt.
Scratch that. It works after the patch. I've visited 4 player run imp. bases yesterday and was able to go inside each base to scout for vulnerability without anyone attacking me (nice xp too! About 300 points from AT-ST).
One more issue that bugging me more and more lately is inability to see any info for some animals. I don't know if it's just me or some animals are bugged. I can't see any but very basic info for Patriarch Grondas, mostly anything on Naboo and half the animals on Tatooin. No armor info, no resists, only very basic info + creature level. Can anyone confirm this?
Hobbbbit wrote:
One more issue that bugging me more and more lately is inability to see any info for some animals. I don't know if it's just me or some animals are bugged. I can't see any but very basic info for Patriarch Grondas, mostly anything on Naboo and half the animals on Tatooin. No armor info, no resists, only very basic info + creature level. Can anyone confirm this?
I get that too. I've always assumed that the unlisted info just didn't exist -- no armor protection, no resists, no specials. Now that I think about it, that seems a little off though. Why not just list -- for those categories?
*curses herself for assuming*
NRaas wrote:
"However requesting that the materials needed for the highest level camps should be Metal and Polymer makes no sense at all, these aren't ranger materials."
Hmmm... Not Ranger materials...
What makes no sense to me, is the fact we can create a crafting station (two of them in the highest camp), and what I suspect is a plastic potted plant from simply Hide and Bone (with a pittance of metal through in).
It may not make sense, but then neither does carrying solar power in your backpack from a solar panel to a harvester. Or limiting guns to 64m range. Or setting up a High Tech Field Base in under6 seconds (it should probably take half a day to bulid that!). Acquiring polymer just makes it more annoying and for me at least, inventory space is at a premium.
If it were the case that crafting stations could be produced with only those resources, then why do Architects require so much more for their versions of the same equipment?
Architects make crafting stations that last. Ranger stationslast only as long as the camp is up. Architects can also make crafting stations with high functionality ratings - which has an impact on critical failures & successes (at least with making camo kits, which is all I ever really craft & experiment on asa Ranger).
You should see the requirements for creating a Food and Chemical Crafting station (courtsey of swgcraft.com)
- 621 metal
- 58 polymer
- 56 inert gas
- 50 mineral
- 30 ore
- 28 steel
- 18 copper
I feel lucky that we got away with creating a similiar device (though theirs is a private station), with only metal and polymer.
I feel satisifed with themremoving polymer from the equation all together. I haven't found myself desiring for them to add it back in and I don't see why it needs to be? Are Architects up in arms about it or something to that effect?
NRaas wrote:
"/conceal doesn't seem to have any effect against NPCs mission objectives- They seem to automatically aggro you regardless of coneal or not."
I'm presuming that you didn't attack the lair.... Doing so would cause aggro with or without /conceal.
If not... I have runseveral missions against aggressive creatures, and they never attacked before I engaged them.
Anyone else noticed this issue?
My general impressions are positive, though I do have a question about this. I have a mission to take over an NPC faction base and need to take out 6 NPCs to do it. They all congregate together but do not aggro on me if I'm not concealed. When I approach them concealed, I have no idea if they see me or not. I go prone and start taking pot shots to try and pull them a couple at a time. They all make a beeline for me, did mindshots and kill me quickly. Conceal did not break.
Is this supposed to be the way it works? I don't think I mind it too much, but I'd have liked to have gotten a clear indication that my conceal was successful on the faction NPCs. FYI I started shooting from outside 40m.
P.S. At no time did I get an aggro on me from conceal or maskscent. They both work much better as well, though I haven't had a chance to craft any kits yet. Thanks to both Nras and Delta for their work on this matter!
I see Dant kits only need the meat and hide so they fixed that one. I forgot to check to see if the Lok meat requirement changed at all. Anyone?