Ranger Archive
Thread: Top Five Debate
MrWraith
"The main problem I'm seeing is there is no way to make money as a ranger."
- Depends on your expense level I guess.
- I have been slowly increasing my pot at about 30k a week selling harvested resources on the Bazaar.
- But I only have about 30k of monthly expenses, so I have a definite net revenue.
- If you need more income, I would suggest explore missions... They are "ranger-like", and provide you with creatures to harvest for profit as well. ![]()
"One thing the devs could consider is the ability for non-scouts/rangers to use camps, traps, and camo kits themselves"
- This enters the discussion of the Ranger Bow, and other "illogical" things in the system. ![]()
- If everyone was able to use our tools, then we would end up being confined to being a crafting profession.
- Possibly, we would be able to use them better... But if someone can get away with using them at the lowest level possible, then they will do so. ![]()
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-The more appropiate place to post these comments would beon the State of the Profession thread though, just to keep things tidy. ![]()
Charge more for your hide/bone/meat sales.
Armorsmiths Hide Bone
Taliors Hide
Architech Hide
Bio Engineer's MEAT MEAT MEAT a ton of meat
Doctors Avian Meat
In a few hours of playing you can crank in the meat/hide/bone. Milk a few lairs out. I happen to use Large numbers of low lvl creatures, flewts, nightspiders, kaadu's
Sorry for getting off topic.
Yes Top 5 issues Apply to all Rangers not just Masters.
I've been using traps more the last few weeks then I have in the previous month.
Some Light at the end of the tunnel is a nice touch.
NRaas wrote:
- Master Ranger skill does not provide enough "meat" for those who attain the skill
- Crafting system needs more depth
- Conceal needs to be reevaluated for cost-effectiveness (rare resources vs. ineffective results)
- High Tech Field Base and its cost-effectiveness (resource requirements vs. disbanding)
- Examine Window additions
I'm currently at 4/0/3/0, and am only a few thousand points from 4/0/4/0. Frankly, I can't find a reason to progress up the other two trees. Bigger camps? Big deal. Crafting stations? Not needed with crafting droids. More traps? Phecnacine works so well for me that I haven't even moved on to adhesives yet. Also, adhesives require more resources, and don't produce as many uses, so I'm pretty much sticking with phecnacine.
Conceal I just don't like. I'd rather maskscent continue to advance up the Ranger tree, as I can't find a reason to expend the time and energy seeking hard-to-find resources to camouflage myself as a solo adventurer. Note that the folks I group with are all Master Scouts or Explorers, and can already mask themselves more effectively than conceal will even work.
I ask the Devs to please reinstate the Ranger advancement for maskscent for solo adventuring. Camo kits aren't cost effective for solosing. I also ask that Bothans be given an additional Mask Scent bonus, to match their existing Camouflage bonus, to compensate for the separation of Mask Scent into two separate abilities. Since the split, a Bothan's camo bonus doesn't even come into play until achieving Novice Ranger. We can no longer take advantage of our bonus as a Scout.
Agreed. I make magnitudes more money mining fiberplast, steel and ore than I can bring in as a Ranger. The difference is that harvesting works while I'm away from the keyboard, whereas I have to hunt for hours on end to bring in a fraction of the draw from running a mining operation. Certainly Ranger augmenst this, by allowing me to reach my harvesters safely and quickly, but no more so than would dropping Ranger in favor of Scout (which would then allow me to buy my way back up to Surveying IV, for more effective mining).
MrWraith wrote:
The main problem I'm seeing is there is no way to make money as a ranger. I see upper level weapons selling for between 50k and 150k credits. I don't think skinning and selling the resources is going to get you that kind of cash. Not when you can survey, drop a harvester, and sell those resources. I don't want to be in the survey business but I see no other choice.
Quick and to the point.
- Fix conceal
- In the Devs own words: "A Ranger's conceal ability works very much like scentmask, except for three differences. First, it is a lot more potent: it lasts longer (up to 25 minutes for a Master Ranger) and it rarely breaks. "
- Change Camo kit resources
- Keep planet specific resources
- Make each individual resource less specific.
- any type of planet flora
- any type of planet bone
- any type of planet hide
- any type of planet meat
- Allow Rangers to harvest flora
- Allow forage to find flora resources
- Add a skill similar to the flora survey device that allow us to locate areas to forage.
- Allow GreenMarine to finish his work on Rangers before focusing on Smuggler
- Give the community more info on what's in development for camps and traps
Thats it!
I agree with all of them. I'd love to see some work done on traps. I'm not talking about just adding new ones, I'm talking about making the ones we have worth using. I'm talking "what the hell was I thinking not using a trap that fight" useful. Creature is dizzy..can't hit you that well reduced accuracy. Creature is Stunned? combat speed slowed to a crawl. Duration and magnitude of affect should scale to your level of trapping..or even better give trap expermintation as you progress up traps and make the quality of the goods affect this.
As it stands now I don't use my traps..though as a Rifleman I'm about to dust off my crafting kits and start producing our snare trap, it seems to be the only one worth while at the moment.
Also, I'm sorry, but a Master Trapper should not be producing traps with the same amount of charges a novice scout can create, should be much higher. Put me down for Trap experimentation and trap usefulness..getting all excited just thinking about the possibilities. Expermintation points would come with level of trapping not artisan.
"Put me down for Trap experimentation and trap usefulness"
- Consider your vote cast. ![]()
The only issue that I have at the moment (low in the tree) is wether or not the to hit bonus applies to melee attacks? Not that I feel this needs to be a priority at this time, the other issues listed seem to be more important to the class overall, I would just like to know wether I am benifiting from it at this time.
1. Melees do not gain the Creature To-Hit!
2. Melees do not gain the Creature To-Hit!
3. Melees do not gain the Creature To-Hit!
4. Melees do not gain the Creature To-Hit!
5. Melees do not gain the Creature To-Hit!
Those are my top 5.. this is totally unfair and our Correspondant should have this as #1 as it's a MAJOR bug that hinders many rangers and it isn't fair to us that our Correspondant doesn't bring it up =(
I only need Trackin IV and Wayfering IV and I have Master Ranger and their are a couple things I would like to see...
1. Ranger should have the ability to have camps that can heal Battle Fatigue.
2. After killingcreatures you should be able to take their resources to craft together their head or skeleton to set as decoration in your house. Maybe make types of necklaces or rings that can have sockets for skill enchancments. Crafting a necklace with a Rancor tooth or something elseon it would be cool to have.
3. I think Burst Run Effeciency is a bit worthless. All it does is lower the HAM cost. I think it should make you also run for a longer peroid of time or not be tired for so long. Maybe also have Terrain Negotiationhave you run slightly faster overall, not just the same speed over hills.
4. Ranger's should have more Creature To-Hit bonus. Master Ranger only gives you 20 total. If we are good with nature and creatures Ranger's should be able to have a higher chance to kill creatures.
5. Make traps be more successful when trying to use them on level 50+ creatures. I am a Master Trapper right now and it's not that good. Also a larger amount of traps should show up for crafting. You only get 2 new traps which sucks.
One more thing. If Rangers are so good with creatures, shouln't they get some creature handling bonuses somehow? I am also going Creature Handler and I would really like if my Ranger ability would further help me call out higher level pets.