Ranger Archive

Thread: Why not RangedSupport IV pre-req? Forget the midget Carbine!

WildBil2Me
Wed Sep 28, 2005 3:40 pm
#14






GrigsOnia wrote:


I was thinking and I'm betting the biggest reason for them trying to pick a weapons specific prereq is because Ranger as it stands to be revamped wouldn't be getting its xp from scouting anymore, so what will the new Rangers use for xp?






A chance for us to Level based on Carbine XP? Maybe...


Another thing to consider is that our Pre-Reqs cannot be the same as another profession. That said, if we were to get Ranged Support 4 we definitely not get Exploration 4 or Survival 4 as pre-reqs.


If this were to happen we'd end up with the same pre-reqs as Bounty Hunter or Squad Leader, respecitvely.


Realistically, I think we're looking at Trapping 4 as our Scout Related pre-req - but the afformentioned consideration should be noted.





Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
PyscoJuggalo
Wed Sep 28, 2005 4:02 pm
#15

Well as a person who had a Ranger until he found out about the revamp, then Respeced that Ranger into a Master Pistoleer/CM/0-0-0-4Doc, and is now waiting for the revamp so he can switch his main Live character's temp from Master Rifleman/Pistoleer/Marksmen/4-4-3-0Carbineer to Master Rifleman/Ranger/0-4-4-0 Carbineer, I have to say:


4-4-0-0 Scout makes sense but either 0-4-0-0 or 0-0-0-4 Marksmen + 4-0-0-0 Scout helps my template out better





I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
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vwfreak
Wed Sep 28, 2005 4:04 pm
#16

what about the possibility or either/or. i mean if ranger isnt going to be really a elite profession alone then is it possible that at least one or 2 trees in a basic combat profession be able to unlock ranger. like 2 trees in marksman or brawler not to be included are medic, crafting or entertaining professions. well im sure this would take more work on the developing side but i think that opening professions up more while still maintaining specific roles ( cause that is what soe wants, not me).



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WildBil2Me
Wed Sep 28, 2005 5:18 pm
#17






Phenix1050 wrote:

if Ranger/BH have the exact same pre-reqs, it will make that template FOTM, with 66 skillpoints left open if both are mastered. If something is overpowered, then it will be changed (read: nerfed) to accomodate. Thus BH/Ranger will nerfed...unless they implement the RS IV/ Trapping IV idea we've come up with.






This is exactly why I don't expect to see Ranger requiring RS4 right now. There was a Dev mention of Exploration 4 being the current thought for the Scout portion of the Pre-req. If that were the case we'd have EXACTLY the same Pre-Reqs as BH and the chances for Ranger to become overpowered are just too great.


I'm still hoping for Exploration 4 / Trapping 4. With Traps acting like the Ranger equivalent of Creatures from CH (which is Exploration 4/ Hunting 4.)



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
LastEE
Wed Sep 28, 2005 5:44 pm
#18



WildBil2Me wrote:


GrigsOnia wrote:
I was thinking and I'm betting the biggest reason for them trying to pick a weapons specific prereq is because Ranger as it stands to be revamped wouldn't be getting its xp from scouting anymore, so what will the new Rangers use for xp?


Another thing to consider is that our Pre-Reqs cannot be the same as another profession. That said, if we were to get Ranged Support 4 we definitely not get Exploration 4 or Survival 4 as pre-reqs.

If this were to happen we'd end up with the same pre-reqs as Bounty Hunter or Squad Leader, respecitvely.

Realistically, I think we're looking at Trapping 4 as our Scout Related pre-req - but the afformentioned consideration should be noted.






Yes, because we know the requirements for architect and droid engineer are sooo different =)

Personally, I would prefer all scout lines so I can keep MS, MCH and Some Medic :/



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WildBil2Me
Wed Sep 28, 2005 5:53 pm
#19



LastEE wrote:


WildBil2Me wrote:


GrigsOnia wrote:
I was thinking and I'm betting the biggest reason for them trying to pick a weapons specific prereq is because Ranger as it stands to be revamped wouldn't be getting its xp from scouting anymore, so what will the new Rangers use for xp?


Another thing to consider is that our Pre-Reqs cannot be the same as another profession. That said, if we were to get Ranged Support 4 we definitely not get Exploration 4 or Survival 4 as pre-reqs.

If this were to happen we'd end up with the same pre-reqs as Bounty Hunter or Squad Leader, respecitvely.

Realistically, I think we're looking at Trapping 4 as our Scout Related pre-req - but the afformentioned consideration should be noted.






Yes, because we know the requirements for architect and droid engineer are sooo different =)

Personally, I would prefer all scout lines so I can keep MS, MCH and Some Medic :/



Maybe I should specify that for combat professions they shouldn't be shared. My understanding is that was one of the goals for the layout when the CU was going down.


I knew there was an exception somewhere... thought it was under brawler... didn't think to look at Artisan lol.



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
SamousNemo
Wed Sep 28, 2005 5:54 pm
#20






SickSix wrote:

I would like to know if there has been any word from a DEV that they are considering a Ranged Support IV + Trapping IV pre-req instead of forcing us into carbines.


That pre-req combo ^ makes about 1000times more sense than carbines.








IMO I dont see how Support and trapping makes sense. Yes, from the viewpoint that rangers will use traps it does, but seeing as how those traps probably won't be working off the same mods, i see it as a wasted 14 points


To be perfectly honest, since they are gearing ranger more for PvP and (from what I can tell) not creature oriented at all, I'd say Ranged AND carbs makes the most sense. The problem with that is it leaves rangers who might want rifles or pistols high and dry, but at least it would save them the 15 SP from nov scout (which could be used for pistols or rifles IV)


The reason why I like the idea of Ranged and Exp more is because, again imo, those are the two most generic and useful trees of the two profs. Ranged support is a pre-req for every ranged prof (aside from smuggler) so it certainly offers the most diversity. Exp has terrain neg (which I saw from Helios is being kept in that tree http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=70827#M70827 ) which is a hell of a lot more useful in a fight than trapping.


Yeah, ranged and exp are the same pre-reqs for BH, but i dont see that as a bad thing. For starters, a BH/Ranger combo makes a lotta sense (both wandering hunter/warriors). Plus, again it's not like riflemen, pistoleers, and even carbineers wouldn't be able to dabble. Will a MBH/Ranger combo be too powerful? I don't think so. Aside from the ability to uncloak a Jedi (via proximity timers, mines, bio-sigs, and conceal device from 3 diff trees, which seems like a lot for one particular type of jedi), I don't see much appealing in the Ranger trees. Yeah, there's generic mods, but even if the accuracy and speed mods are identical to MBH, a combo of both would still yield lower mods than a MBH/rifle or rifle/pistol combo.




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Phenix1050
Wed Sep 28, 2005 6:11 pm
#21






WildBil2Me wrote:

I knew there was an exception somewhere... thought it was under brawler... didn't think to look at Artisan lol.



it is. TKM/Swordsman/Fencer-- only tripple mastery template available.



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WildBil2Me
Wed Sep 28, 2005 7:58 pm
#22



Phenix1050 wrote:


WildBil2Me wrote:

I knew there was an exception somewhere... thought it was under brawler... didn't think to look at Artisan lol.

it is. TKM/Swordsman/Fencer-- only tripple mastery template available.




Let me clarify

No elite / hybrid combat profession shares the same pre-reqs as another.

The triple mastery is not the result of two professions with identical pre-reqs though. The Triple mastery is due to overlapping between three professions. There are no cases of Elite / Hybrid "combat" professions which are identical until their own novice box.

The Artisan pre-reqs for some of the crafting professions are an exception - but I'm pretty sure their the only exception.



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
TaranDraconise
Thu Sep 29, 2005 6:54 am
#23

This was the solution for Combat medic pre Cu. It worked out nicely for them. If we attempt to stand on the same precident it could work for Ranger as well. I would recommend lots of post and complaints about restricting our abilities and forcing us to expend skill points in areas we should not have to. As i recall CM was going to have pistol line as a pre-req.






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Rolfie
Thu Sep 29, 2005 7:43 am
#24






SamousNemo wrote:





SickSix wrote:

I would like to know if there has been any word from a DEV that they are considering a Ranged Support IV + Trapping IV pre-req instead of forcing us into carbines.


That pre-req combo ^ makes about 1000times more sense than carbines.








IMO I dont see how Support and trapping makes sense. Yes, from the viewpoint that rangers will use traps it does, but seeing as how those traps probably won't be working off the same mods, i see it as a wasted 14 points


To be perfectly honest, since they are gearing ranger more for PvP and (from what I can tell) not creature oriented at all, I'd say Ranged AND carbs makes the most sense. The problem with that is it leaves rangers who might want rifles or pistols high and dry, but at least it would save them the 15 SP from nov scout (which could be used for pistols or rifles IV)


The reason why I like the idea of Ranged and Exp more is because, again imo, those are the two most generic and useful trees of the two profs. Ranged support is a pre-req for every ranged prof (aside from smuggler) so it certainly offers the most diversity. Exp has terrain neg (which I saw from Helios is being kept in that tree http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=70827#M70827 ) which is a hell of a lot more useful in a fight than trapping.


Yeah, ranged and exp are the same pre-reqs for BH, but i dont see that as a bad thing. For starters, a BH/Ranger combo makes a lotta sense (both wandering hunter/warriors). Plus, again it's not like riflemen, pistoleers, and even carbineers wouldn't be able to dabble. Will a MBH/Ranger combo be too powerful? I don't think so. Aside from the ability to uncloak a Jedi (via proximity timers, mines, bio-sigs, and conceal device from 3 diff trees, which seems like a lot for one particular type of jedi), I don't see much appealing in the Ranger trees. Yeah, there's generic mods, but even if the accuracy and speed mods are identical to MBH, a combo of both would still yield lower mods than a MBH/rifle or rifle/pistol combo.






You do realize that having Ranger and Bounty Hunter with the exact prereqs means that player gets 14 more points to spend than another player, and the Jedi will scream until the cows come home resulting in a nerf to either Ranger or Bounty Hunter or both.

I just have this feeling they may have looked at this combination in a pre-design meeting and it went something like. Nah!! not going to happen.





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SickSix
Fri Sep 30, 2005 6:52 am
#25

the most obvious choice of pre-req is still RangedSupport IV + Trapping IV.


Becuase the only real skill we are keeping from scout is trapping. they just switch from creature to personnel.





SickSix
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Meanmon13
Fri Sep 30, 2005 8:40 am
#26

Trapping involves combat. You use traps.... IN COMBAT... You use Traps in both Melee AND Ranged combat..... Forget a Marksmen or Brawler Pre-req! Trapping includes it all.... just change trapping XP skillboxes to require combat trapping XP and walaaand Ala Kazoom it is fixed for all....!



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