Ranger Archive

Thread: The Offensive Ranger (:D)

jntrex
Thu Jul 08, 2004 1:55 pm
#40

I believe that a large damage bonus is the way to go. This "creature only" damage bonus would be have the majority of its benefits conferred upon reaching Master Ranger, to keep the dabblers at bay. The damage bonuswould allow each Ranger to decide for him/herself what weapon they want to use. (A hunting bow is a nice possibility and a welcome addition but should not be mandatory.)


Give us a large damage multiplierwhen fighting creatures. A Master Ranger plus Master Random-combat-professioncombo should be the master creature harvester of all the possible class combinations. Even better and faster at killing creatures and harvesting then the uber stacked combat d00d and his veghashed droidness.


Tyro


Fred_Skinner
Thu Jul 08, 2004 2:20 pm
#41

One thing to consider: if you get a reduction in HAM cost you effect ANY combat prof. The devs have stated that in the new CB even buffed you will have to contend with moments where you have to wait for a "recharge" before you can use a special again. If we get the ability to lessen this effect we would be improving any combat class that we pick.


I do like the x2 damage on critter thing. Please, if you could make it x2.5 this old Rifleman has many, many scores to settle



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Owen-Lars
Thu Jul 08, 2004 2:34 pm
#42

Ya ham cost reductions would be a great thing, but still id prefer damage (like x2.5 hehe) over anything.



I wish there was a way we could negate all armour ratings and resists. That would be a great skill to have at master ranger.


How about this


2.5x creature damage:

Multiplys the damage outputted by any weapon by 2.5 times.


Master Creature Knowledge:

The master ranger has the knowledge of where to hit each individual creature therefore voiding all armour ratings or reducing them by 1. So a lightly armoured creature will apear to have no armour to a master ranger and a medium armoured creature would apear to have light armour to a ranger.



I do like the ideas of voiding all resists and ar ratings though. I like it alot



THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Thu Jul 08, 2004 2:50 pm
#43

Defense is one of the main points but you also have to remember a rifle/tk can go:


/blast /blast /blast /blast with rifle skills


*Creature runs up*


/slap /slap /slap /slap with tk skills


Being a master at both ranges kicks butt tbh.


I think we definatly need some damage increases, we should be the ultimate creatures hunters and be able to take things down alot faster than most other people.



THORTAC BALCOR
The Lost Ranger
RANGER
Kiryoku
Thu Jul 08, 2004 2:53 pm
#44




Owen-Lars wrote:

Defense is one of the main points but you also have to remember a rifle/tk can go:


/blast /blast /blast /blast with rifle skills


*Creature runs up*


/slap /slap /slap /slap with tk skills


Being a master at both ranges kicks butt tbh.




i agree, but i see this as apoint for a ranger-specific weapon, not just an increase in damage output...



kago

-------------------------------------------------------
Skunkworks Ship Designs and Body Shop
A 10/15/12/17/10/10/17 point FS Shipwright (ridiculous, no?).
Custom Starship Components
(5708, 467) Valinor, Dantooine
Owen-Lars
Thu Jul 08, 2004 2:57 pm
#45

Yeah mate, ive said in other posts im happy whatever. Id personaly love both ranged AND melee but id be happy with a single style weapon. Ill just be happy when we are the ultimate hunters, thats what im aiming for, how we get it? well there are lots of ideas to throw around and im loving coming up with some and commenting on others.


Times are good in the ranger forum.


Oh and have you just turned elder? im sure you wern't an elder a minute ago?



THORTAC BALCOR
The Lost Ranger
RANGER
Squidwalker
Thu Jul 08, 2004 3:01 pm
#46






Owen-Lars wrote:

I just don't know if there is a way to make us better at creature combat without having everyone else whining that we're too powerful and need to be nerfed. I'm not sure how to make us better AND keep it fair and balanced.







Actually ive found that most people who dont know anything about ranger EXPECT we can kill creatures better than anyone. They think we are the best hunters in game.


Also you will find the powergamers (the idiots that moan all the time they cannot kill this/cant be a jedi god) only moan when another class can loot npcs better than they can, if they can killsteal from them and beat down on them in pvp.


As we wont be uber in pvp and not so clever against npcs we shouldnt get alot of abuse on this matter. We SHOULD be the ultimate creature hunters and even the devs agree on this so we have a good shot at this.







Very very true. someone said that dabblers now take tracking 4 so whats the big deal about a combat line. Well tracking is not nearly as helpful and pure combat related as a combat line in ranger would be.


I had a further thought on this, and I'm sure Calc is having fun lurking around reading our thoughts and dicussions. /looksupforasecond What if we just dumped the whole Frontiering line in Ranger? I know I know we would love for the camps to be cool and useful, and to have better ones then scouts. But hear me out.


Dump it entirely. Only thing in it, is camping skill and forage skill, and the camp schems. Not loosing much. According to TH scout is complete and novice profession so not getting any major changes. So then it's hard to imagine a lot happening to only ranger camps. And really, what all cool can they do to them. I mean some minor stuff like my "hidden from track" idea is neat, but..... If we replace the Frontiering with a combat skill line as being discussed here. It will have even more creature to hit bonus then we have now, and this could be further enhanced by tying in the creature knowledge bonus to it. This means that dabblers to get further bonus, need to get the old Fronteiring line, as well as Field Bioscience. This new Creature Combat(CC) line will also have the damage mitigation or creature defences in it. Again these can be further enhanced with bonuses in Creature knowledge. The new CC line will also have a damage bonus in it, that is also further enhanced by creature knowledge. The disease and poison resists can either go here, or in Field Bioscience actually so it ties in with creature knowledge.


A way I thought of limiting the creature knowledge so it only give combat bonuses in ranger and not also scout, is this. Do it like TN only add to running up to +50. What ever the max creature knowledge gets to at master scout, say +50, at +51 and up creature knowledge also adds to your combat effectiveness against creatures.


Not sure how long its been since anyone really looked. But I just did. We only get a +15 on the Creature to hit bonus in ranger, and a +10 in scout. No wonder we don't notice a difference. Also, we get +10 to both melee defence and ranged defence at Ranger. Didnt realize that. So they do have some plain non creature combat in there for ranger


What do you think? to far out? I know others have proposed new skill line structures, and I think I saw one very similar to this. But with this threads topic, I figured why not.


step one for devs. Add a lot more Creature To Hit bonus to ranger, its there and all you got to do is add it to the skill boxes.


step two, fix our dizzy trap to do something useful, and give us a lot more traps.


step three rename Frontiering to Creature Combat(or what ever) and give the above or similar combat effectiveness bonsuses to this new Creature Combat skill line. With further mods to them all at master.


step four, or part of step 3, revamp Ranger.

Message Edited by Squidwalker on 07-08-2004 03:03 PM



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Kiryoku
Thu Jul 08, 2004 3:03 pm
#47

glad to hear it... i can't wait either, and i even hope the devs surprise us and make it work in a way we don't expect... sorry if it seemed like i was crusading there, i'm really not... it's just been a while since i've posted and i was using my "outside" voice... heh


and yup, just made elder with that last post... thanks for noticing!



kago

-------------------------------------------------------
Skunkworks Ship Designs and Body Shop
A 10/15/12/17/10/10/17 point FS Shipwright (ridiculous, no?).
Custom Starship Components
(5708, 467) Valinor, Dantooine
Egrim
Thu Jul 08, 2004 3:25 pm
#48

I would also like to vote in favor of the damage bonus against creatures. I'm not overly fond of having to use a bow or a knife after all the time I spent woking my way up my choosen combat profession.
Calculus_Entropy
Thu Jul 08, 2004 3:35 pm
#49






Kiryoku wrote:


and yup, just made elder with that last post... thanks for noticing!






Fogey...



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Thu Jul 08, 2004 3:36 pm
#50

My only issue with dropping the Camping line is that all indications I get are that the devs really, really like the idea of camps (sounds sill, I know, but it is the feeling I get).



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Squidwalker
Thu Jul 08, 2004 3:59 pm
#51






Calculus_Entropy wrote:

My only issue with dropping the Camping line is that all indications I get are that the devs really, really like the idea of camps (sounds sill, I know, but it is the feeling I get).







OH man I'm sooo sorry Calc but I feel so many emotions about that comment. Not towards you but towards the devs. I personally could care less what like and don't like, if they are not currently working on it. And I bet many or all of us do as well. The camps are silly at this point in the game. All their current usefullness is gone. The only thing the still do is heal wounds, VERY FREAKING slowly, if you don't have novice medic and a med bot. I don't gather that many wounds while spending time in the field, and waiting for them to heal in a camp is sooo not going to happen. All other usefulness and benefit of camps is nerfed or broken(repel)


They said they don't want to make them heal BF with Entertainers, and thats the next logical thing for healing with them. Other then some sort of combat stuff or something, or things like the "track hide" idea, I don't see much potential for camps. What's the big deal about camps for them? You sit, you sit......umm and you sit....oh and sit.




Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Rancorrider4
Thu Jul 08, 2004 4:05 pm
#52






Fred_Skinner wrote:

One thing to consider: if you get a reduction in HAM cost you effect ANY combat prof. The devs have stated that in the new CB even buffed you will have to contend with moments where you have to wait for a "recharge" before you can use a special again. If we get the ability to lessen this effect we would be improving any combat class that we pick.


I do like the x2 damage on critter thing. Please, if you could make it x2.5 this old Rifleman has many, many scores to settle





ROFL!!!


Woooot!! The days of critters warping on top us and the 2.5X dmg melee modifier.





nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


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