Ranger Archive
Thread: Anyone seen the CU combat profession schematic yet!
Owen-Lars wrote:BioEngine Wrote:"So, am I to understand that we fall under the same category as theArmorsmithsWeaponsmithsMusicians DancersImage DesignersDroid EngineersShipwrightsMerchantsBioEngineersTailorsArchitects"No those are crafters and social classesWe are a combat class, its just we need to much work for it to be done in the combat upgrade. We need a dedicated revamp to adress our issues.
Wow, when you put it that way, I'm REALLY depressed now.
What are the odds of something like that actually happening?
Because any changes we get after the CU are going to be knee
jerk reactions and afterthoughts.
Our revamp, like all the others needs to be done WITH the CU.
Plunk
Message Edited by FourthNail on 03-30-2005 10:17 AM
BioEngine wrote:I still would like to know why Doctors are part of the COMBAT UPGRADE!When you include stuff like the BE crafting, Doc's on their CU notes, etc, then it is no longer a Combat Upgrade at all. It is a mini-revemp for them, even though they are included in this update.It doesn't make sense for them to call it a Combat Upgrade anymore. I think that they are appealing to the classes that would be harmed by the CU after observing that they, which DO have a large audience and voice in the revamps, would be drastically affected and would not be able to wait for another publish later.We need to find some Great Flaw in their upgrade that would drastically affect Rangers to get them going on our revamp. Not economy, just game playing. That's all they really seem to respond to.Does anyone know why Doc's are involved in this Combat Upgrade? I am dying to know the logistics behind this move.
My guess is because Docs will require the leaset amount of work to make fit. I don't see them complaining as much as many other groups about their prof.
Plunk
Dariane_Kamutsovy wrote:
Second, unless that skill is taken away, the TKM has PowerOfWill... Even if incapped he can regain conciousness almost instantly and have a bit more health, combine with a shot of the healing and unless the riflemen are prepared, they find themselves in melee range with a TKM...
It's Force of Will btw
The smart riflemen (*VERY* rare among the PvP Riflemen tho, 90% of the Riflemen I bumped into in PvP didn't have a faint clue how to do things right(tm), their toolbar was probably very simple as it had exactly two specials on it, headshot3 and snipershot
In the current system FoW can be used once every two hours, it will have some kind of cooldown in the new system too which still enables the rifleman to use the above named approach (with reduced melee range - while it's not certain for me yet how exactly lunge1/2, a brawlers main anti-kiting tools, will be affected by the range reduction - this could work even better than now I think
Dariane_Kamutsovy wrote:
Why would I not want to party with another rifleman?
Because a group set up with just two riflemen compared to a group which is able to fill two roles in combat better is in a severe disadvantage. And that's a good thing(tm).
Message Edited by darmokVtS on 03-30-2005 07:54 PM
as it pertains to Melee vs. Ranged. TKMs will have 5 defense
while Riflemen will have 5 offense, so it evens out. TKMs
will no longer be the uber attackers, but they'll be the
toughest tanks in the game. So in a sense, the combat
professions wil be pretty cool, and we'll have a chance
to mix and match different types (like TKM with some
rifleman for Ranged efficiency).
MY PROBLEM... Ranger takes up 8 full boxes of skill points,
plus the novice boxes, plus the master boxes (Scout and Ranger).
That leaves us with the option of only 1 leet combat prof. and
a little leftover for a novice box somewhere (like medic,
etc...). So we're at a disadvantage because our combat
effectiveness will be limited to either being defensive tanks
OR offensive monsters, with no options of mixing defense/offense
profs together, like all other types.
Docs and Combat Meds have been given the gift of only needing
2 trees of medic to access. So even though they've lost
they're crafting, the CU has given the BE a break by making
them RELEVANT for a change. so while the Docs and Combat
Meds cant craft anymore, they can buy, and are still are VERY
important part of grouped combat. so it isnt too bad. I'm
sure the Docs'll scream and pull out their hair, but thats life.
I'm interersted in seeing if they'll give elite scout/artisan
profs (armorsmith, ranger, weaponsmith...) a break like the docs
and combat meds. make us take only 2 branches of the base prof
to access our elite prof. here's hoping. I'm still excited and
it sounds like it was a decent, well-thought out Upgrade. can't wait.
Message Edited by LangaNor on 03-30-2005 11:20 AM
Whilst we have the great skill of being able to run up a hill fast, eh?
FourthNail wrote:
This game in terms of playability and the future seem to be going down hill fast.
Plunk
FourthNail wrote:
Almagill wrote:
Oh thank Crumb! A new page.
Who the heck broke the column width on page two?? I was actually getting tired out scrolling across acres and acres of page trying to follow one line of text...
Don't thank Crumb, thank Plunk and CuchulainnDarklight
Plunk
Message Edited by FourthNail on 03-30-2005 12:21 PM
/rolleyes
/burstrun
Plunk
Badgewick wrote:
YES, Rangers are getting a HUGE shaft on this. BUT..at least we aren't being nerfed. Did you read about Dr's and Medics? They are loosing their ability to craft their own healing supplies. So now they have to go to a BE to buy their equipment.
Think about it, every Master Dr who is buffing people in the game now has to go PAY someone else for the buffs and stims. That means a) the price of buffs will go up, and b) since the amount of BE's are low (at least on sunrunner they are) it means they will also be rare.
Do most docs make their own buff packs anyway? It always seemed to me like a few doctors went to all the trouble of buying the avian meat and making the buff packs, while the majority bought those packs to do their starport thing.
al-djinn'i
Master Ranger/Master Pistolier