Ranger Archive
Thread: Regarding the 19 questions.
3 also, I'd like to know what Devs plan to do with us (if any).
AzucarSalado wrote:
9 and 6. It is suppoese we are the best organic harvesters and 6 because we don't know what our "unique weapon" reallly does (or it is suppose to do).
3 also, I'd like to know what Devs plan to do with us (if any).
I cannot edit it
regarding 6, think of the power of the unique weapon of other classes (t21, flamethrower, hammer..) Against creatures, ur "unique weapon" SHOULD do huge damage or LASTING effects in various "diseases" (blind, etc)
DND_Cas wrote:
AgonThalia wrote:
JediQuic wrote:
I do however have a statment concerning overbalancing....
You coud give us flamethrowers....and we would still be underpowered.....Overbalancing is not realy a concern when we spend 140 points just to become a slighly better scout....
yeah... I know
If it were up to me...we would be a mix of a super-spy/ Army Ranger/ Wilderness Hunter.... my intent was "baby steps" first...
I officially retract the word "overpowered"
Yeah but thats a problem seeing as we're potientially stepping on the commando's toes. Many of them want commando's to be a hybrid of stealth and power so it would be pretty pointless having two professions that do the same thing.
Imo what we need from the Dev's is an answer on what our role in PVP will be. Then and only then can we pick a direction. Atm we've just not got anything to work with.
Our skill tree includes stealth (/maskscent, /camo, etc). Commando is built entirely around combat power (marksman, unarmed, current commando skills). We can't effectively argue for the Devs to give us pure combat power (do Doctors get any "power"?). Just like Commandos can't effectively argue for stealth (except by name). But we can argue for stealth, useful traps (PvP and NPC on top of creature), powerful hunting skills, and something for frontiering. For example, the Flamethrower is one line in Commando. So we can argue that Ranger traps should be the difference between a CDEF pistol and a Flamethrower (although maybe not quite so much difference--they do have the extra brawler requirement). Ranger skills are meant to be an extension of Scout skills. They don't have to be the same but they do need to have a similar line of thought. Powerful traps and nice stealth fit in there. Any sort of direct damage weapon really doesn't.
As it is, we can pick our own direction. If the Devs don't like it then let them say so. We are only throwing around ideas now anyway. Just remember that Ranger is meant to be a support profession, not a combat profession. But that it is meant to be powerful.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
The Question about harvesting rates would be my Nr 1
Questions about Camo would be next
-Skarra
Rancorrider4 wrote:
I really hate missing one stinking day of Forum Posts
So now that all of the good ideas have been taken....I agree wholeheartedly that we use the Holocron/Agonthalia/Nemo0 post idea.
Make them answer for what they promised us almost a year ago. Man I wish I could go to Fan Fest and make them say in person, why they hate Ranger's.
BaneShee wrote:
I say ask away but be careful what you ask for ... you may get an answer you dont like ...
Good. It would help me make my mind up as to what I'm going to do. I'm finding myself logging on less and less often and my monthly fee is looking less and less like a good idea. Indeed it was only to deal with my harvestors that caused me to log on at all last week...! Thats no fun.
If we get a good answer, with something firm like a date or a publish number I'll be happy, any more wishy-washy nothings and I think I will have to call it a day. I cant ever see me playing as another profession, I'm a Ranger..... But Ranger is just too frustrating at the moment and other professions are wiping the floor with me in all my skill areas...... its annoying.
Calculus_Entropy wrote:
In August of 2003, Holocron posted in the Ranger forum regarding the lack of uniqness to the Ranger profession. He stated 'The focus of this post will be on how we are making Ranger different from scout. Ideologically, the ranger is still a "super scout."' This post then went on to list many ways to improve the Ranger profession. Since then we have had only two things implemented (/areatrack and /camo) from that list, and both of those were unintentionally nerfed. /areatrack is nullified by player cities, spawn rates and vehicles; /camo was broken is a patch so that it doesn't work on most NPCs and in general is worse (costs resources and breaks far too easily) than /maskscent, a Scout skill. Are any other items from this 'Holocron' post still slated to be implemented and will this happen in the form of a Revamp or can it be done via minipublishes/hotfixes?
I have mutilated the above text into as short and hopefully concise question as I could. I really hate to ask when, even if we phrase it relative to the SE (before or after). The problem is, we would like to know when, so we are at a catch-22 here... Does this even get the point across? I am not sure we can address this issue with 1 question, it would have to be more of a discussion session, rather than a single question. What do you guys think?
Master Ranger/Master Rifleman
Eclipse Server