Ranger Archive
Thread: Ranger: The Recon Unit (ranger role development)
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Calculus_Entropy
Fri Nov 12, 2004 1:41 am
#53
Now THAT is more like what I had in mind! Those stipulations remind me fo something.....hmmm....
Nemo0 wrote:
My personal thoughts on how to limit pathfind:
- Only enter while not in combat for at least 15 seconds.
- No attacking while pathfinding.
- Can continue to pathfind if you get attacked.
- You can attack immediately after ending pathfinding.
Message Edited by Calculus_Entropy on 11-11-2004 01:42 PM
WildBil2Me
Fri Nov 12, 2004 1:44 am
#54
Calculus_Entropy wrote:
Now THAT is more like what I had in mind! Those stipulations remind me fo something.....hmmm....
Nemo0 wrote:
My personal thoughts on how to limit pathfind:
- Only enter while not in combat for at least 15 seconds.
- No attacking while pathfinding.
- Can continue to pathfind if you get attacked.
- You can attack immediately after ending pathfinding.
Message Edited by Calculus_Entropy on 11-11-2004 01:42 PM
I think those are pretty cool.
Did we get a comparative speed for /pathfind over other abilities or options?
Serraphin
Fri Nov 12, 2004 9:46 pm
#55
Excellent proposal my favorite to date. I would be willing to give up all the Ranger harvest mods over scout for this.
Nastzguehl
Sat Nov 13, 2004 6:45 am
#56
Someone asked about the use of NVG. I could think of them as a to hit modifier when it is night.
SeanBlader
Sun Jul 10, 2005 7:31 am
#57
I love the expansion from creatures only a lot better, but I think at some point we need to think about dropping two scout trees for ease of balancing for the Devs, otherwise they'll have a hard time giving Rangers the skills they'd need to be effectively balanced with other 2.5 elite masters.
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