Ranger Archive
Thread: we do NOT want carbines
Landorien wrote:
Sorry.. It would feel hugely wrong if bh, an actual hunter profession does not have hunting as a prereq, and ranger a focused mobility profession does not have exploration as a prereq.
Bounty Hunters hunt people, not creatures so having Scout hunting line for us would not make sense unless we could skin and harvest our marks
. And I agree that exploration should be a prereq for Ranger as well for the same reason as BHs.
bumchamp wrote:
omg i cant believe theyre actually planning that theyre just trying to get ppl to join carbines but unless ur a BH theyre useless and i think it will end up destroying the profession even more.....
gah this pisses me off
well first of all where do u see the combat mods being spread around the profession......the in developement page has nothing about combat mods and i think i remember seeing a DEV post saying there are no plans for more than +10 accuracy that ranger already gets and i have no clue as to why ranger would have a ranged pre req since ur supposed to at least be a scout for ranger if that were the case take the pre reqs from scout and make them......lets say weaponsmith since were crafting mines and stealth items that could fit into weaponsmithing if they made a good story up and besides from this thread ive heard of NO ONE that is a ranger/carbineer so it will just be forcing ppl that want to keep/join ranger to be either a carbineer or not have all of scout
Tanks wrote:
bumchamp wrote:
omg i cant believe theyre actually planning that theyre just trying to get ppl to join carbines but unless ur a BH theyre useless and i think it will end up destroying the profession even more.....
gah this pisses me off
Ahem, from what I read Ranger is going to have General Ranged Attributes (accuaracy, speed, defense) sprinkled throught the Ranger tree very similar to BHs. This means the mods will apply to Carbines as well as any other Ranged profession.
There would be nothing to stop you from getting any other Ranged profession either, just that you'd end up not using 14 skill points if you decided not to use Carbines. That would put you in the same boat with Commandos(expect they use up 29sps).
I have seen some suggestions to change Scout requirement to Trapping 4 and Marksman to Combat Support 4. In reality you are still wasting 14 skill points as unless you want to be a Creature centric Ranger (then you'd want to pick all of Scout probably anyway), it hurts the profession even more as you'd probably want explore 4. and still have to pick another line from Marksman. However, now you no longer have the advantage of going Carbineer, and saving the 14 skill points.
I guess it makes sense to make everyone hurt than to give a perceived advantage to subset of ranged professions just because you do not like it.
Phenix1050 wrote:
also, will our counter-camo skills be able to detect Jedi and Rifleman.
Currently, Force Cloak is considered to be a mind-trick - hence it cannot be detected by someone trained to see inconsistencies in their surroundings (such as is the case with "Detect Camouflage"). Riflemen, on the other hand, will probably be vulunerable.
and I'm very sad to see the loss of tracking. To me that was a really cool system. Even underpowered as it is, it really helped Rangers out. (though I'm glad we're losing the creature-only, go-find-my-boar-for-me-you-stupid-Ranger image that we've had. What exactly is the reason for losing the tracking ability?
It was technically unsound and it was felt that a broken ability that it didn't enhance Ranger gameplay, nor fit the Ranger vision,should be removed until (and if) a more appropriate system could be devised.<--wow this really made me mad tracking doesnt enhance ranger gameplay? to me (besides hunting/terrain neg.) i think its the only thing we have thats useful and works.....
some jedis had to cry for this one to be taken out.....
especially since the previous part by Helio says that we wont be able to detect jedis
and, (sorry, lol, they questions keep coming) I assume Rangers will be getting some offensive speed/accuracy and melee/ranged defense mods (at least I would hope they would). So what's the guesstimate of those figures? Are we going to be more on line with Rifleman or Squad Leader? Will melee Rangers (who need melee speed/accuracy) be taken into account when giving Rangers new mods?
Currently, the plan is to give them combat mods. Specifics are yet to be determined. Your input is appreciated.
also, would any of you like to have my first born?
I'll pass. I'm trying to cut down - I already have one of those.
Message Edited by bumchamp on 09-22-2005 07:09 PM
Message Edited by bumchamp on 09-22-2005 07:12 PM
Tanks wrote:
I have seen some suggestions to change Scout requirement to Trapping 4 and Marksman to Combat Support 4. In reality you are still wasting 14 skill points as unless you want to be a Creature centric Ranger (then you'd want to pick all of Scout probably anyway), it hurts the profession even more as you'd probably want explore 4. and still have to pick another line from Marksman. However, now you no longer have the advantage of going Carbineer, and saving the 14 skill points.
Yes some have suggested the Marksman prereq be support 4 and not carbine 4 because;
- They understand the need to have some prereq which acts as a skill point sink so that there is no way to triple master.
- Support 4provides the foundation for a rangers demolitions skills which are being added to replace the creature traps.
- Support 4 allows rangers to then choose which ever ranged profession they prefer (rifle, carbine, pistol).
Others (including myself) have suggested all the prereq's for ranger stay in the scout tree, but no longer be Master Scout. This would allow ranger to be a profession which both melee and ranger combatants could take up and free up a few skill points so that the rangers can dabble in other skills as many of the other double masters can.
frkjerm wrote:
you are not forced to be a carbineer, you just lose sp if you want to be something else. A commando has to sink sp in unarmed and not gain anything from it, so why not have rangers have a sp sink?
Think about how utterly broken Commando's are, and then repost that.
I believe the revamp doc insinuated that TN would be granted in the ranger trees, so why is exploration essential? Im sure that if we move the reqs to trapping4 and RS4 I wont bother with exploration unless I plan on dabbling in BH. Also, this does not allow for BH to dabble in us any more or less than carb4 and explore4... so the logic of using carbs as a "sink" fails to persuade....
Tanks wrote:
I have seen some suggestions to change Scout requirement to Trapping 4 and Marksman to Combat Support 4. In reality you are still wasting 14 skill points as unless you want to be a Creature centric Ranger (then you'd want to pick all of Scout probably anyway), it hurts the profession even more as you'd probably want explore 4. and still have to pick another line from Marksman. However, now you no longer have the advantage of going Carbineer, and saving the 14 skill points.
Phenix1050 wrote:
Somebody recommended this on the main thread:
Ranged Support IV + Trapping IV.
That way, we don't have the same pre-reqs as BH, but we aren't forced into carbines. It's still not as good as Exploration IV + Trapping IV, but it seems like a somewhat better solution.
I would like this a LOT more than being tied to a specific weapon line. And as a ranged Ranger, Ranged Support 4 makes my weapon choice (rifles for me) less costly, and I'd still plan to pick up at LEAST Explore 4 and probably would just keep my MRanger / MScout / MRifles template in that case. I'd love the ability to do both the master hunter AND spec-ops Ranger role then. If Master Scout and the survival line proves to be useless over time, I'd either pick up some FS skills or dabble some in medic or CH (probably CH).
Ideally, I'd love for us to have only 2 branches of scout. If we HAD to take a weapon line and another, then the next best thing I can thing of is Trapping 4 + (either /or - Ranged Support 4 or Unarmed 4, if that's possible to code).
If they can't do an either/or option, then Trapping 4 + Ranged Support 4 seems best. Removes the possible "temptation" for BH to easily get all the stealth for very little cost, and while it does still gimp the melee ranger... I'm not sure I see any way around that, since the devs SEEM like they're set on making Ranger a "ranged" profession a la smuggler, BH, SL and commando.
Phenix1050 wrote:Somebody recommended this on the main thread:
Ranged Support IV + Trapping IV.
That way, we don't have the same pre-reqs as BH, but we aren't forced into carbines. It's still not as good as Exploration IV + Trapping IV, but it seems like a somewhat better solution.
This is probably the best solution, as it prevents BH/Ranger having 14 more skill points free versus other Ranged/ Ranger templates. Melee Rangers would have similar Skill Point requirements as Melee BH. Which is 19 more skill points than they have now.