Ranger Archive
Thread: Ranger ISSUES!
Just a couple. These are just from memory and are not imporvements, just won't doesn't work according to what they say....well except for the /forage comment.
/forage - do something with it, or take it away, it's stupid the way it is.
/conceal or cammo - used to be able to hunt while cammo'd without the prey finding you. Now they jump you right away, the rest of the lairusually won't, but the prey will.(+124 cammo'd). See rifleman /cover skill...it used to be our cammo only worked better. I assume this is a bug...we were never told, " we are downgrading your cammo skill" or did I miss the memo?
Camps - do not repel creatures.
/Rescue - ??? what's with that? explian this skill to us again?
traps don't work, or the amount of said traps "effect" are so minimal that it's not woth the bother to throw, keep shooting or hitting. (should work on npc's too)
As they don't really publish an "official" game guide, players do most of the research here, it becomes hard sometimes to define which is a bug or " working as intended".
BioEngine wrote:
Issues?
- We only have 2 traps in our trapping tree.
Even "improved wire mesh" etc would be helpful and logical.
1. Ranger (and by extensionScout) traps are far too slow.
Traps have an extreme warm-up and cool-down animation time. During this time, the player will stand in place and point their gun at the foe, but will execute no attacks and deliver no damage. At the low end of the game (CL < 10) this is painful, but can be tolerated. At the high end, no onereally wants to use traps, because they would be missing out on the massive damage their weapons unleash to do so.
2. Traps have only a marginal effect on enemy combat efficacy.
Traps can cause states, but they are sorely lacking in efficacy and duration and need immediate review. For example: The "Dizzy" state caused by the L. Dart trap has absolutely no effect - foes knocked down while dizzy never have any difficulty getting right back to their feet to renew the assault. Defense decreases for ranged and melee attacks have only marginal effect and cause no direct damage. Blinding attacks and stunning attacks seem to have little effect on the target. Since trapping is a significant part of the ranger class, this issue needs serious re-evaluation - it borders on "bugged" status.
3. Traps are pointless in the context of the GCW.
Traps currently can only affect creatures, which makes the Ranger/(Combat Class) templates less effective than they should be. Rangers should have value as state-adders and enemy disruption agents, thereby filling part of the roles of scouts and reconnaisance agents, as well as providing a secondary role in the thick of fighting by applying traps to disrupt and fragment enemy squads. Perhaps institutinga secondary modifier (Trapping: Humanoid) to allow Rangers to apply their traps to NPCs and players. The existing Trapping skill could then be changed to (Trapping: Creatures) to differentiate the two, and the new skill (Trapping: Humanoid) modifiers spread throughout the Ranger trapping skill levels, with the majority of the skill modifier at Master Ranger level. Traps should still fail to affect droids andvehicles in all existing cases.
KapowBzapp wrote:
Armor
People have asked for assault, Rolfie makes a good argument for battle. I'd like to point out that all three armor types can be crafted for high kinetic resists. Tell your armorsmith what you want. Better yet, find other rangers and place a group order. I banded together with other Riflemen to get high-kinetic recon suits.
Actually you are not getting High Kinetic recon suit because you can't.
By default Assault armor is +1000 to Kinetic and -1000 to energy
Recon Armor is +1000 energy and -1000 kinetic. So you get a suit with an unlayered cap of 7000 Energy and 5000 Kinetic cap.
Now add in Kinetic layers to the recon suit the Cap is now around 6000 Energy and 6000 Kinetic. Same goes for Assault armor only instead of using Kinetic layers you use Energy layers.
So the final product prior to slicing is a Assault suit or Recon suit hitting around 6100 resist for a balanced suit.
Now look at Battle Armor the unlayered cap is 6000 energy and kinetic thats unlayered and balanced. Now throw in quad layered Primus and the cap now caps at 6550 for energy and kinetic. That is a 50% reduction in damage.
This is why I prefer battle armor over the recon or assault. and can you say RIS armor.
I have an issue.
Other professions, with no Ranger or Scout, can kill creatures more effectively than us. Even if the devs did narrow us into Creature-only, that should not be the case.
NamelessArchon wrote:
2. Traps have only a marginal effect on enemy combat efficacy.
Traps can cause states, but they are sorely lacking in efficacy and duration and need immediate review. For example: The "Dizzy" state caused by the L. Dart trap has absolutely no effect - foes knocked down while dizzy never have any difficulty getting right back to their feet to renew the assault. Defense decreases for ranged and melee attacks have only marginal effect and cause no direct damage. Blinding attacks and stunning attacks seem to have little effect on the target. Since trapping is a significant part of the ranger class, this issue needs serious re-evaluation - it borders on "bugged" status.
Just for the sake of knowledge dizzy no longer stops you from getting up. This is game-wide not restricted to creatures. This was a deliberate design choice by the developers due to the overpowering nature of dizzy+KD. What dizzy does now is reduce your targets' defense by a set amount, and reduces their accuracy by a small amount as well. In effect, you hit them for more damage and they hit for less, and hit less often. Blinding a target will reduce their accuracy a lot, and their defense a little. Stunning is supposed to stop creatures from recovering action, but they don't ever use action, so this is a useless effect.
The issue here is that dizzy and blind don't reduce the targets' defense and accuracy enough to be usefull when hunting solo. I can guarantee you that in the time it takes to throw a trap, I could hit for more damage if I simply use a regular shot. Even though they last a while, these effects add so little damage that they don't compare. However, they are quite usefull in group hunting, where there are a lot of people and every one of them is getting added damage due to the dizzy and blind states.
Phenix1050 wrote:
The issue here is that dizzy and blind don't reduce the targets' defense and accuracy enough to be usefull when hunting solo. I can guarantee you that in the time it takes to throw a trap, I could hit for more damage if I simply use a regular shot. Even though they last a while, these effects add so little damage that they don't compare. However, they are quite usefull in group hunting, where there are a lot of people and every one of them is getting added damage due to the dizzy and blind states.
Interesting. See what you learn when you've not played since the days of yore? One immediately wonders what else (besides the torrential flood of Jedi) I missed during my prolonged absence.
You are correct,however. They would be more useful in groups - but since I'm not level 80 and hunting on Dathomir, I am unlikelyto test this. However, unless the added damage(and damage reduction) is made far more significant, then there is little reason to throw a trap, even at the low end. When soloing, I take notably more damage trying toget afew traps out than I do when simply blasting away likemy trigger is superglued in the "Kill" position - and that's sorta defeating the purpose of having them at all.
Fixing the animation/timers would really do wonders. When the game first shipped, you could at least land two traps with ease before the foes would finally notice you - you could landa third as they ran up, if you were so inclined. Now, I'm lucky if I can landa second trap before the foe is already on me andeating my face.
Master Scout has +20 to trapping, while Master Ranger only has +10.
Trapping droids have a higher trapping modifier, when maxed out, than a Master Ranger has without trapping tapes and Dweezle.
Two boxes in the camoflauge line have +40 to Camoflauge, while Master Ranger only has +20.
Why are we still perfecting our foraging ability at Master Ranger, yet I still fail to forage at that level?
We have not even had the Rescue modifier explained to us, nor what that modifier checks against.
A guildmate asked me to help them track a beast, but I found nothing after 20 minutes. Eventually they found one on their own just stumbling across it.
While I don't think one track should reveal the entire map, I would think a ranger might have the ability to know where a particular creature is. Perhaps choosing from a list for that region or planet and then tracking only that critter. And tracking unspawned lairs of that critter.
/Rescue has still not been addressed here by the Devs.
It should be obvious that it is no longer useable.
Thats the real fix imho