Ranger Archive
Thread: rangers not getting combat specials, ur thoughts???
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CorethLandwalker
Wed Sep 28, 2005 8:41 am
#27
Spiderhammer wrote:well your current traps are moving to scout are they not... so if you really want to be the critter slayer type you'd just have to keep master scout for all your old traps. (forgive me if i am wrong.. just working from memmory here)
Current traps, yes. The new Ranger traps, at the moment, are slated for humanoid only; many Rangers had enough issues with the whole "creature only" aspect of the original traps. So perhaps our annoyance at the current outline for the new Ranger traps can be described as disbelief that the devs are creating the same issue again, except backwards. The time to get the devs to see our viewpoint is NOW, BEFORE the changes hit TC...because once something hits TC, odds are obscenely high that what we see there is what we'll get in Live-regardless of any problems.
And yes, I AM keeping Master Scout, thank you.
Spiderhammer
Wed Sep 28, 2005 9:59 am
#28
CorethLandwalker wrote:
Spiderhammer wrote:
well your current traps are moving to scout are they not... so if you really want to be the critter slayer type you'd just have to keep master scout for all your old traps. (forgive me if i am wrong.. just working from memmory here)
Current traps, yes. The new Ranger traps, at the moment, are slated for humanoid only; many Rangers had enough issues with the whole "creature only" aspect of the original traps. So perhaps our annoyance at the current outline for the new Ranger traps can be described as disbelief that the devs are creating the same issue again, except backwards. The time to get the devs to see our viewpoint is NOW, BEFORE the changes hit TC...because once something hits TC, odds are obscenely high that what we see there is what we'll get in Live-regardless of any problems.
And yes, I AM keeping Master Scout, thank you.
ok i gotchya... so you dont really care if the old ranger traps stay creature only but the new ones ought to be good for all the enemies... i see your point and i agree i think
Frost1977
Wed Sep 28, 2005 5:39 pm
#29
since it appers that not only ATM at least ranger traps are npc only. they also cannot be placed in , ubran evirments or something to that effect . not placed near NPC or player cities etc. which eliminates alot of the tactical, and stratigic uses for them. Bottle necks around a Base in a player city would be an ideal place to plant one.
that being said and to bring this wobbling post more back on topic 
I would still like to see some general weapon specials, maybe something designed for close quarters combat. A SWG carbine being close to RL mp5 or Short M4. (i'd like to have 1 of each :smileyvery-happy
special ops are trained in close quarters combat. though i guess teams do have people who specialize.
LastEE
Wed Sep 28, 2005 6:00 pm
#30
Leoflame wrote:My 2 cents....
This is kinda off topic, but i chuckled when i thought of it...You guys want the traps to work on critters? I bet for the first week or so it will be so buggy, that in fact, your traps WILL work on creatures....amen, everyone is happy WOOT
I solemnly vow, if I login to TC or live, and my traps happen to work on critters, even though we're told they aren't suppose to... I will not /bug it just like right now I don't /bug when my camo actually seems to function against certain NPCs
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