Ranger Archive

Thread: The Offensive Ranger (:D)

Rancorrider4
Thu Jul 08, 2004 4:15 pm
#53






Squidwalker wrote:






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




What if we just dumped the whole Frontiering line in Ranger?


No freaking way. Uh-uh. Negative. Nope. Not. I do not want to give up my camps. No way jose'. Camps have a ton of potential.





nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


Vorpaks
Thu Jul 08, 2004 4:58 pm
#54

I love the camps. They are an extremely unique aspect of our profession. They are not currently useful, I agree, but I definitely don't want to loose them.



Paks
Master Ranger/Master Creature Handler
-I support ATK play

Rooks
Thu Jul 08, 2004 5:23 pm
#55

I would be for that IF you can ensure ALL combat professions recieve the bonuses.


I would rather see a specific type of bonus given to Ranger that is worth something, like the creature to hit modifier, but as you said, on par with the combat profession's modifiers instead of the whimpy stuff we get now.


I would like to see some sort of Ranger combat specials introduced tho.



--------------------------------------------------------------------------------------
Rooks (the non-famous one)
Rooks - Master Ranger / Master Creature Handler
"Ranger is a Lifestyle, not a Profession"
Veteran of the Great Melon Nerf War of '03
An Amatuer built the Ark, Professionals built the Titanic
--------------------------------------------------------------------------------------
Nemo0
Thu Jul 08, 2004 6:39 pm
#56

I feel really odd: I actually find the creature to hit bonus useful. As far as this discussion goes, I think I would prefer getting some offensive and defensive bonuses to getting a weapon. While a weapon would be really cool it would end up making Rangers a lot less distinctive (and this comes from a Ranger that could REALLY use a decent weapon). I'd rather not be identifiable just by the weapon I carry. But I wouldn't mind being picked out for my ability to actually fight creatures well.


I'd agree that a damage bonus is best but I wouldn't mind speed or accuracy bonuses as well. I also really like the idea of a HAM reduction. As for defenses, I'd argue for a few state defenses, a bit more melee/ranged defense, a bit of toughness (possibly even general toughness--we do put up with a quite harsh existence), and some poison/disease resist. And, for a specific weapon, let it be traps (possibly with a trap launcher).


As for people thinking camps have no use, I can tell you that it makes a big difference when hunting in a big group. It serves as a nice rally point and lets people take a break (amazing that some people actually don't mind taking breaks even when buffed, isn't it).



Lythender Nirou
Crazy Bothan


Kiryoku
Thu Jul 08, 2004 9:56 pm
#57





Nemo0 wrote:


As for people thinking camps have no use, I can tell you that it makes a big difference when hunting in a big group. It serves as a nice rally point and lets people take a break (amazing that some people actually don't mind taking breaks even when buffed, isn't it).



eh, it's no secret that camps are my favorite part of ranger (as it is now)... they are singly the only skill from ranger that i use on a constant basis... all of my other skills are "gimicky" and i only try them when i'm feeling lucky... my HTFB is the only thing i can always rely on.. i drop them whenever i can, and give those of us that are just standing around a really cool place to sit (yeh, about as high on the "need" priority list as an industrial strength hairdryer... but i can't live without it)..


as of this writing, i have dropped some parts of ranger - i have several reasons... but i have, and am doing my damnedest to keep frontiering 4... just shows how much those camps mean to me...

Message Edited by Kiryoku on 07-08-2004 09:57 PM



kago

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Bartholomew_Roberts
Thu Jul 08, 2004 10:27 pm
#58






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 that's Owen quoting me. I'm a little fuzzy since I just got back from the pub just wanted to make sure nobody was firing at him for something I said. Good ideas all around from what I've read. I hope we get some kind of balance with the other professions and that we get come creature combat bonuses. I'm just worried about us getting the same treatment the BH got recently. I'd rather see little bits at a time get fixed rather than the devs try to fix our whole profession at once and end up with us nerfed to hell or even more broken than we are now.
Rebelcapt
Thu Jul 08, 2004 10:38 pm
#59

ok now i havnt read all the post because its so late(only first couple posts),but as for the new "artwork" for a bow, theres already in cross bow in the game (the one used by ewoks)that could probably be modified (made bigger etc.)to be useable by rangers.




Asonova Se'ok
Master Ranger/Master Pistoleer
Major, Imperial Army
RSF: Master Pilot
RATGWNIWNU
The truth about "Leetspeak"




Cohen001
Fri Jul 09, 2004 12:18 am
#60

I'm all for improved damage mods, anything that ups our ability to be the King/Queen of the wilderness.


Somewhere on this board i posted my ideas for ranger persific power ups, useable on all weapons to inflict dot's or states, Also ideas to increase our traps by adding the power ups to them.


We have the skill forage from scout and this skill SHOULD be used to obtain the items for these power ups, the more skill the more items you can gather and there quality. Items should be harvested from the wilderness and from CREATURE corpses. We have the knowledge about creatures, we know how and what they use to attack, so if we know they spit poision cant we remove that gland/part and use it to make power ups? Add in pheromes harvested from creatures that can be used in our camo kits, traps and maybe even applyed to pets,( Cover your pet with the right pheromone and other cvreatures help you pet kill the target or run away).


All power ups would be useable depending on skill lvl through scout and ranger and PLANET persific!



Charlize Sommees
Master Rangerete / Master Riflewoman

rottenkid
Fri Jul 09, 2004 12:22 am
#61

I'm all for an offensive bonus over weapons with the biggest bonus at the master ranger level. No matter what happens there will always be dabblers. The idea of a ranger specific weapon branch is nice I just see a problem with dabblers pursing that branch just for the weapons.



Obann Bokkou, Master Scout, Master Ranger on Bria
Owen-Lars
Fri Jul 09, 2004 3:37 am
#62

actually that's Owen quoting me. I'm a little fuzzy since I just got back from the pub just wanted to make sure nobody was firing at him for something I said. Good ideas all around from what I've read. I hope we get some kind of balance with the other professions and that we get come creature combat bonuses. I'm just worried about us getting the same treatment the BH got recently. I'd rather see little bits at a time get fixed rather than the devs try to fix our whole profession at once and end up with us nerfed to hell or even more broken than we are now.







Hehe thanks



THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Fri Jul 09, 2004 3:42 am
#63

Yeah camps cannot go at all, they are our defining point and probly always will be. Whether we get ranger only clothing items or ranger only weapons there will always be noobs to show of to with HTFB's.








Lets here some of that camp potential. I'm all ears for making them cool and useful, but I'm just brain farting on it right now.







Head up to the sticky post at the top: The Outdoorsman


Scroll down abit and you will soon come across the modular camp section. By your lack of desire for camps i can only assume you havnt already read this proposal so take a look, im pretty sure it will sway your opinion.



THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Fri Jul 09, 2004 3:44 am
#64

Im a master ranger/master rifle and have got creature harvesting down to an artform now. I think over a specific time peroid i could equal and maybe even out harvest them.


Maybe this is down to stamina or just perfection of a routine but i can still hold my own and i aint noob



THORTAC BALCOR
The Lost Ranger
RANGER
Un4tun8
Fri Jul 09, 2004 9:15 am
#65

We have traps. Traps should be transformed/become a powerful and lethal weapon. Increase damage from traps. Let the melee types throw traps and let ranged types to shoot off traps from equipped weapon (thus taking on some weapon specific range, accuracy, and speedmods). Let it not break concealment when shot from the rifle. Basically just different type of ammunition/special that is put into the combat queue.


That will give a meaning to ranger trapping line and will add something to combat.



=================
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Xael K'Bouri - Master Ranger Talus/Naritus
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