Ranger Archive
Thread: Carbineer Pre-Req: RIDICULOUS
The New Ranger should ideally be all generic combat mods because ideally we should be free to choose which weapon we use.
If scout had combat mods, then Ranger could without needing Marksman pre-requisits.
WildBil2Me wrote:
DaveG wrote:
Really, any profession that grants combat level should grant combat mods, scout included.
The New Ranger should ideally be all generic combat mods because ideally we should be free to choose which weapon we use.
If scout had combat mods, then Ranger could without needing Marksman pre-requisits.
At what point do stacked generic combat mods become redundant though?
I do like this idea - I'm just not familiar with how the generic mods react when they get stacked to a certain point...
When you say redundant, are you asking about skill caps? I'm not totally sure, but in general the higher you go, the less of an effect it has, along the lines of a "diminishing returns" model, if I'm not mistaken.
The thing is though, generic skills are better than specific skills because you're not tied to specific weapons so much. Hypotheticall, say you went for BH and Ranger (assuming ranger gets generic mods), then you've got mostly generic mods, so much that specific skill mods may not make much difference. Although by that point you'll have spent so many skill points that you won't be able to obtain much in the way of specific skill points anyway!
From a roleplay point of view, if we're being slated as spies then generic skill mods are better anyway. Such a role should be fairly versatile in what weapons it uses. Pistols for close quater combat while intel gathering (i.e. using /steal). Carbines for mid-range combat support (guerilla warfar), and Rifles for assassination/stealth attacks.
I wrote all this before I realised what you were asking, but it took me so long to write I've left it in
The way general skills interact with weapon specific skills is quite neat actually, and you can see it at work if you call up your character sheet (ctrl-c).
If you look at your character sheet while you have no weapon equipped, you will see the sums of you general accuracy, speed and defences (ranged and melee). When you equip a weapon, your specific skill mods for that weapon are then added on to your general skills.
For example assume you have a general ranged accuracy of 215, a pistol accuracy of +40, a carbine accuracy of +65 and a rifle accuracy of +85.
Then your total Ranged accuracy while holding each weapon would follow as:
Pistol Equipped = 215+40 = 255
Carbine Equipped = 215+65 = 280
Rifle Equipped = 215+85 = 300
The same applies to speed.
For defences your Weapon Defence (i.e. Rifle Defence) are added on to both your ranged and melee defence while you have the respective weapon equipped.
Say you have ranged defence of 185 and melee defence of 120. Then say your "rifle defence" is +30, then while you're holding a rifle, your ranged defence goes upto 205, and your melee defence goes upto 150.
For more examples of this sort of thing at work, click here.
Message Edited by DaveG on 09-27-2005 01:35 AM
Now lets looks at Combat Medic. Pre-Req is Medic 0400 Marksman 0004, combat bonuses are +50 Range defence, and + 50 Melee Defence. Conclusion? A combat pre-req does not guarantee Speed and accuracy modifiers
And all the DEV's said was that they was TESTING ranger out with combat mods, not what mods or how much. For all we know they talking about defences and nothing else.
Arguing for a marksman pre-req, throe pointing to some kind of system makes no sense. Clearly there are either exceptions to the rules, or there are no rules. Besides During the CU we got a CL increase with ranger, and THAT was not planes by the devs. And, we certainly did not get it by just accepting what the devs put out as a concept they had in development.
So what to say that we can not fight for staying a elite scout profession, and still get combat modifiers? What do we loose by trying?
We are talking about what is best for the profession, not what is best for a select few of us. And as a Carbineer/Ranger I have no personal stake in another combination, I only have the ranger communities best at heart.
Actually Helios said Ranger would be somewhere around what Bounty Hunter is.
Tarnak_Archvold wrote:
Lets look at Doctor. Pre-Req is Medic 4040, combat bonuses are +50 Range defence, and + 50 Melee Defence. Conclusion? Defences do not require a combat pre-req.
Exactly!
Now, what do medic, doctor, scout and ranger have in common? ... Combat Level!
Medic may not get combat mods, but I think Scout should get them because of trapping. Then if we have combat mods in scout, there's no reason for to need marksman skills to get them.
If the Pre-req is 2 trees in scout, what would be the experience type for the Ranger boxes?
Message Edited by BioEngine on 09-26-2005 02:32 PM
MohdriDarkstar wrote:
Yes, remove combat modifiers within Ranger. Or just grant equal melee/ranged modifiers. That doesn't take much imagination, don't you think?
When BH's asked for areatrack, what was the argument? None of their founding prerequisited would merit that.
Message Edited by BioEngine on 09-26-2005 02:50 PM
Dude, you're funny.
Hey, does Squad Leader have anything but a Scout requirement?
Does Squad Leader have combat modifiers?
Duh-uh!
MohdriDarkstar wrote:
Dude, you're funny.
Hey, does Squad Leader have anything but a Scout requirement?
Does Squad Leader have combat modifiers?
Duh-uh!
Yes, it's called Ranged Support IV.
Yes, they do have general combat modifiers for ranged combat.
And that is why they have Pistols xp required in the branches, and Combat xp for the novice box.
/Plunk.