Ranger Archive
Thread: Why should rangers get a ranger-specific weapon(s)?
We have a totally useless skill tree in the guise of ranger camps . Ranger camps do nothing to enhance our class , except to allow us to deploy scenic camps,which are ever so useful - not . The debate about giving rangers something extra is partially fuelled by this totally useless skill tree and the points we have to spend on it.
Some sort of effective ranger only weapon or weapons certification , added to the camps skill tree would make these skill points actually worth something . Likewise a ranger only series of weapons would help distinguish our class .
However ,to be fair , basing a weapon requirement solely on the ranger camps tree would only allow us to have a weapon equivalent of 14 skill points in a novice combat class , i.e. 1 novice marksman or brawler tree of 4 blocks . Such a basic weapon , and the combat bonuses given for a single novice combat tree of 4 blocks , will hardly allow a ranger go out there and fight strong creatures or PvP effectively .
Don’t get me wrong , I would really like to see ranger only weapons , however , looking at the skills we get from ranger i.e. traps, area track and terrain negotiation , it would seam hard to justify a weapon tree . Unless of course we get the aforementioned novice combat class weapons type of weapons .Which at the end of the day wont be of any real use .
The best thing to improve our class would be to add +50 , mask scent / camouflage / traps and harvesting bonuses to our camps tree . This would give us the over all class bonuses that we should get , based on our preceding profession of master scout .Just compare the bonuses that a master combat class gets over its novice fore runner . i.e. rifleman
To get ranger specific weapons and combat defence or bonuses would be nice , but something effective and useful will immediately reverse the argument . We will in effect be getting far more for our master ranger skill points spent than a master elite combat profession does .
ryoko
Message Edited by hirosue on 09-20-2004 06:24 AM
Message Edited by hirosue on 09-20-2004 07:32 AM
Nemo0 wrote:
Umm, what matters to your kill rate is your damage per second (DPS). Currently, there is not much of a way to increase your DPS over a master combat profession (BH/pistols or carbines might but I really don't know). So a Swordsman/Fencer is going to need to spend just as much time killing a creature as a Swordsman except for one thing. The Swordsman/Fencer will have much better defenses to states and damage, meaning that they won't have to heal or worry about getting stunned/etc nearly as much.
Landorien wrote:If ranger is solely a creaturehunter, why oh why is the 4th tracking box focused at "manhunting"?
Honestly, I think it was an oversight on the devs part when tracking was implemented. The name implies too much.
JBMat wrote:
Again, a bow would be useful mainly because it would ONLY AFFECT CREATURES.
We are creature hunters. You want to PvP, you are in the wrong profession. The combat the manual talks of could easily be "creature" combat. Hell, the combat X is the same for PvP, PvE, Pv NPC.
"Look I've got this phenacine dart, it's a good strong drug, it'd even slow a rancor down for a breif moment. The funny thing is though, if I throw it at that little Bothan over there (or even the Bothan's pet rancor), then it's like it doesn't exist. I don't understand what's going on. It's a real problem for me too, because I'm a ranger and a bio-engineer I have no other way to defend myself if any of them attack me. At least if any of the three of them went for me, then I could buy myself time to run away by darting them, but it'd only work on the first one. It's really really weird."
We walk in the wild and know all it's secrets.
We walk in the wild, the unseen hunter.
We walk in the wild and will guide you home.
Message Edited by DaveG on 09-20-2004 04:08 PM
Owen-Lars wrote:
That is an opinion because there are alot of rangers, including myself, 0who believe that trapsshould be implemented in a waythatprovides defensive abilities andcould also be considered an offensive asset.
I would rather see a special attack usable by any combat class added. Even over that I would prefer mods to survivability - Ranger Toughness (being more a survivalist than a hunter at heart).
I do totally understand that stackers and such can do more DPS than us, and therefore harvest much faster ie: hunt much faster/better than us. I do think that is wrong. However, I think there are other solutions such as the Ranger terminal accessible from our camps. For me most of the S in DPS is spent running back to town to get another mission so I can be assured of finding the type of resource I'm looking for. A terminal would allow me to spawn whatever I want, whereever and whenever I want it. Thus cutting down on time spent running back and forth. This isn't the only the solution or maybe even the best solution, but it is one alternative way to make us more efficient hunters in my opinion. Another way is through trap revamp. Make them more offensive (no pun intended). Enhance our combat skills that way.
There also seems to be a lot of questions in this thread of why ARE we hunters? Why is combat our main focus? Personally I think this is something that has evolved from the fact that out of all our skill lines, harvesting is the only one that is really worth anything. After over a year of having only one truly useful/unique skill people have begun forming their characters around that skill, optimizing their templates to use it, and centering their vision of what Ranger is upon it. Maybe we were not initially meant to be a combat class, but because our one really useful skill is dependent on combat, we have also become dependent on combat. Because we are dependent on combat, being a Master Ranger is basically a three master profession. And even then we feel we don't really stack up (pun intended) to the combat monsters who have novice scout. I agree that all this is the case.... and yet I still can't seem to agree with having a Ranger-specific weapon.
For one thing this weapon would have to be immensely powerful. Why would I give up the strength of my master rifleman powered T21 in order to use a Ranger weapon that is less powerful? If the Ranger weapon was just as powerful or more powerful then why would anyone bother being a combat profession if they could get an uber mater combat style weapon AND get all the other Ranger bonuses on top of it? For me the Ranger weapon would not be worth it if it was less powerful than a master combat class weapon, and would be unbalancing if it was equal to or more powerful than a master class weapon.
The people I see it benefitting are definitely the Ranger/BE, Ranger/SL templates. For that I could maybe agree with the concept. But if it is weak enough to not be unbalancing, then I think it has ceased to be the answer to making us the BEST hunters. It is just a nice to have skill that is maybe not worth the points.
To sum up: I would rather see us become more efficient hunters WITHOUT focusing us more on combat or needing elite combat skills. I would also like to see our other skills enhanced so that "hunter" is not the only useful thing we can be. (Which is not a part of the argument really because I know, regardless on our stance on a weapon, that we would all like to see this.)
EDIT: After all that rambling I just realized you can read the points I was trying to make in greater clarity HERE.
Message Edited by Vorpaks on 09-20-2004 02:49 PM
but you will have to defy me. I have said that I believe traps to be offensive in nature and I will stand by that but I will secede to them also being defensive as well. It simply depends on which trap you are speaking about. U used phenacine darts in your example. Ok I will give u that one. However what about noise makers? The stun effect is purely an offensive maneuver. There is nothing defensive about it. Also including in this would be the wire mesh, glow wire and glow juice traps. All of them are offensive. Lowering a creatures defense, is by definition an offensive technique.
BlakkStar wrote:
I have said that I believe traps to be offensive in nature and I will stand by that but I will secede to them also being defensive as well.
- Make our traps more powerful.
- Make our traps effect every type of (living) enemy target.
- Make our camps more useful.
- Improve our camoflauge.
I think doing this would improve things for the total support templates as well as the lone hunters. Especially if the traps were changed as listed above, then we'd be as close to a "ranger weapon" as we should get.
Message Edited by Nemo0 on 09-20-2004 08:17 AM
DaveG wrote:
At least we all do agree on that we want to get a bigger return on our 140 skill points. I think there might even be a small majority who believe that the return should be improving our existing skills rather than adding new skills.
However, the big difference in opinion comes from that there seems to be two different types of ranger. There is the "total support" ranger (such as SL/Ranger), then there are the rangers who prefare to be the lone hunter (of which I count myself).
I really believe the answer lies in seriously improving the things we can do already.
- Make our traps more powerful.
- Make our traps effect every type of (living) enemy target.
- Make our camps more useful.
- Improve our camoflauge.
I think doing this would improve things for the total support templates as well as the lone hunters. Especially if the traps were changed as listed above, then we'd be as close to a "ranger weapon" as we should get.