Ranger Archive

Thread: Ranger ISSUES!

Goldear
Fri Jul 22, 2005 8:39 am
#27

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".








Regards,
Webber
Master Ranger
Dune Sea Rangers Inc.
Tatooine
RenshaGrangle
Fri Jul 22, 2005 8:49 am
#28





BioEngine wrote:

Issues?




  • We only have 2 traps in our trapping tree.

Even "improved wire mesh" etc would be helpful and logical.










Kailec Avoda
C'thor
Master Ranger
Master Rifleman
NamelessArchon
Mon Jul 25, 2005 9:12 am
#29


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.




----------------------------------------------------------------------
Ienei Palindrome
CEO of Palindrome Power
Wanderhome
"No, really, I can take them! There's only 150 of them!"
----------------------------------------------------------------------
Rolfie
Mon Jul 25, 2005 9:23 am
#30








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.









Rolfie Master Ranger, Bantha Poo FTW

BioEngine
Mon Jul 25, 2005 11:47 am
#31

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.





Account active 'till November 10th, contact me on forum name:
Stamina
ThGilsRooc
Tue Jul 26, 2005 12:12 am
#32

The trap throwing timer seems to have been increased. During a normal hunt, I was usually able to land at least two traps on a creature. Now, I'm lucky if I can get the second trap off before the creature is dead. Nothing in my hunting habits have changed from prior publish 20 so it has to be something from the publish.



Colonel Th'Gils Rooc
Webel Ace Pilot x2
I would ace more squadrons if they'd just fix the remaster bug.
Pulp Phantom
Phenix1050
Tue Jul 26, 2005 12:15 am
#33






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.





PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
NamelessArchon
Tue Jul 26, 2005 12:34 am
#34






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.




----------------------------------------------------------------------
Ienei Palindrome
CEO of Palindrome Power
Wanderhome
"No, really, I can take them! There's only 150 of them!"
----------------------------------------------------------------------
BioEngine
Thu Jul 28, 2005 10:43 am
#35

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.





Account active 'till November 10th, contact me on forum name:
Stamina
RenshaGrangle
Fri Jul 29, 2005 12:44 am
#36

Tracking really leaves a lot to be desired.

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.



Kailec Avoda
C'thor
Master Ranger
Master Rifleman
BioEngine
Mon Aug 01, 2005 9:44 am
#37

Traps do not work with pass-through assist.



Account active 'till November 10th, contact me on forum name:
Stamina
BioEngine
Tue Aug 02, 2005 10:52 am
#38

/Rescue has still not been addressed here by the Devs.



It should be obvious that it is no longer useable.





Account active 'till November 10th, contact me on forum name:
Stamina
Kinshi
Tue Aug 02, 2005 2:50 pm
#39

I like the idea posted earlier in the thread bout having Ranger XP rather than simply more Scout..Ranger does need to be separated from Scout more. A lot more.


What we need to flesh that outis some definition of what activities should grant Ranger XP? (off the top of my head I would say that any current Ranger ability grant Ranger XP, and if our traps ever become usable on players and NPCs, convert that lineto be combat XP.


the other lines woul be Ranger XP (thus encouraging us to use our Ranger leveltraps, camo, and camps more.)


The con to this would be yet another XP type to convert at the VIllage, and changing the village for Rangers might be a tall order. I dont know.


Still, it boils down to defining Ranger as a combat profession officially (giving it a place on the CU profession role schematic), and balancing it against all the other combat profs.


Thats the real fix imho


but way I see it we have two choices


1. We take Ranger as we have it now, and patch the bugs but dont mess with large issues, like Ranger roles in the CU. (this could include the ideas about making the camps better, camo, and those kinds of things but would exclude stuff like traps vs PCs and innate skill mods)


2. Ranger gets defined in the CU as a combat profession, and has a role assigned it. Skills and abilities and skill mods would change greatly depending on what the new role is. It likely would NOT be Ranger as you know it now.










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