Ranger Archive

Thread: Rangers!! When camo kit goes live........

Zadioc
Fri May 27, 2005 6:25 pm
#92

No clue why they made camo kits usable by everybody, you have 0 chance of ever getting the kit to work unless your master ranger than maybe 1 in a million shot of it working.
Almagill
Fri May 27, 2005 6:31 pm
#93



Zadioc wrote:
No clue why they made camo kits usable by everybody, you have 0 chance of ever getting the kit to work unless your master ranger than maybe 1 in a million shot of it working.





Read my post "You don't have that skill". I think you'll find that things have changed.



New HOWTO: Gather Milk, Fish, Mollusk, etc.
Remember Rangers. Broke camp and took the Long Walk 15/11/05
Keeping it Real, Ranger Style
Yivvits and MrBubble - THE podcast


\\\\\\MY OTHER SIG IS A BUMPER STICKER\\\\\\
Temujin23
Fri May 27, 2005 6:57 pm
#94






Almagill wrote:


[a big, steaming pile of common sense, eloquently phrased]






Wow. That pretty much sums it up. Massive kudos to Ken' for being the voice of reason on this one, and doing it rather well. Hopefully that will end the petty bickering, and we can get back to bickering about what it means to be a ranger anymore.


al-djinn'i

Master Ranger



Wake up! Time to die.
ComCypher
Fri May 27, 2005 8:03 pm
#95








Almagill wrote:


There is quite literally now no reason to take or keep the concealment line of Ranger EXCEPT as a CRAFTER making the kits to sell on.





I grow weary of repeating myself, it appears that every single attempt I've made to bring clairvoyance to this thread was fallen into the pit of flames. But I will try one more time. The only difference between now and before is that a ranger no longer has to physically apply the camo to a non-ranger. That is the only difference. How does the fact that the ranger no longer has to be physically standing right next to the non-ranger decrease the uniqueness of the profession, or change the profession in any (negative) way? I CANNOT COMPREHEND THIS!







Almagill wrote:


Me? Personally I'm going to pick up a crate of Dath cammo kits [from] a local master ranger and I no longer need to retake that entire line of Ranger.





You just shot your argument in the proverbial foot with this statement. If every ranger thought this way, you would have difficulty getting those dath kits wouldn't you! Looks like you are going to have to rely ona ranger who took that "worthless" branch if you want to camo yourself eh? It is remarkable to me that no one else (besides one or two people) can see the irony (nay, the hypocrisy)in this...









0100011100111111001000111110000110111000111001111100010
0100111100010000101111000000000011001011001101010010000
1011011011110110001110010010010101011100011001001001110
0000101110110111011000110001100001000110111011000011111
1100100110001011011001001101010110011001010010110011111
0010011111100100101111100001101101001100000111110100101
1000110111110111011100011111001000100101100101001011111


SmedleyLlama
Fri May 27, 2005 10:07 pm
#96






ComCypher wrote:





I grow weary of repeating myself, it appears that every single attempt I've made to bring clairvoyance to this thread was fallen into the pit of flames. But I will try one more time. The only difference between now and before is that a ranger no longer has to physically apply the camo to a non-ranger. That is the only difference. How does the fact that the ranger no longer has to be physically standing right next to the non-ranger decrease the uniqueness of the profession, or change the profession in any (negative) way? I CANNOT COMPREHEND THIS!







Honest answer? Because up until now, no one outside of Rangers ever bothered to get camo. Through lack of knowledge, or the difficulty in tracking down a Ranger, or who knows why. But now everyone can be a Junior Ranger simply by popping by their local vendor.Camo has become common place. Not unique. Not special. Common. The skill you got in return? The ability to be a merchant.


Just doesn't seem like a fair trade to me.



AragornSoS
Sat May 28, 2005 12:03 am
#97







Eavik wrote:


I'm still waiting for somebody to explain to me WHY it's better to apply the camo ourselves rather than letting the end user apply the product. Because this whole "uniqueness" thing just isn't doing it. The only thing application gives us is what I described above - following people around as they run menial errands, or spamming in starports...or just hoarding the kits to ourselves and never using them - like we had before.





Eavik -


I think we can agree that we simply disagree on whether or not allowing anyone in game to now conceal themselves results in the loss of a unique skillset from Ranger, and the loss of a rather nice bargaining chip that we had with camo. I'd like to address your point above...


When you use a stimpack (for which you actually DO spend skill points to raise your CL to the appropriate level to be certified to use that stim... a CL1 crafter can not use a CL60 certed Stim D, for example), it hits for whatever it's supposed to hit for on the heal, every time. I've got some Stim D's that hit for somewhere in the neighborhood of 1150 or so on each heal, so let's just call it 1150 - every time I use them. Doesn't matter that I have no healing mods, doesn't matter if I'm a doc or not, the only thing that matters is my CL. At or above CL60, I can use that stim, and I know that EVERY time I use it - it's ALWAYS going to have the same effectiveness and heal the same amount of damage to my health = 1150 points. The stim, as you've rightly pointed out, is a commodity item that is designed to be manufactured and sold to others. It'sa product, and it will do exactly the same thing in the hands of any person CL60 or above. If I give it to my MBH guildie, she's going to be able to use it to heal - surprise, 1150 points of damage... EVERY TIME. I know what I bought, and I get that guaranteed use / result from it every time I use it (unless I have less than 1150 points of damage to health, in which case it just fully heals me).


Now, let's look at camo. Rangers get camo mods. Other professions do NOT get camo mods. Becuase I don't believe that Owen has gotten an answer from the devs on our questions about camo yet, we don't know exactly how the check works, but we DO know that there is SOME check made for each MOB you get in range of to see if camo breaks or not, and that check is supposed to be based somehow against the camo mods of the person who applied the camo. That means that a CL1 crafter with -0- camo mods will NEVER have the effectiveness that I, as a Master Ranger with maxed camo mods, will have. There is literally no way for a non-Ranger to apply camo as well, or with as much chance of success, as a Ranger (Master Ranger being best). This means that camo packs are more like buff packs (enhancers now)and the like, where they are actually NOT a commidity item meant for sale to all, but rather a required component or item for a SPECIFIC PROFESSION to use one of THEIR SKILLS to apply a buff to another person in the game. There were intended to be a tool that is required for a Ranger to be able to use the /conceal skill and command, NOT a product for sale to the masses. So yes, you continually point out that even before, anyone could have camo applied to them - that's true. They could "wear" our camo, just like I could get a doc buff. But I never could doc buff myself without spending skill points on Doc, and I still can't.


By actually changing the camo kits to an item that can now be used by all, the Devs have done a great disservice to the crafters, who THINK they're going to get a useful item but will actually purchase something that is almost guaranteed to break, and will most certainly guarantee them an incap, and quite possibly atrip to the cloner, EVERY time it breaks. Now, I'm fairly certain that when a doc buffs me, or when I use a stim or some spice or food, I'm going to get some value for the use, and I'm not going to have a guaranteed trip to the cloner when the item fails or wears out. But wait!!! - Spices and enhancers don't fail, they just last for some amount of time, so as long as I'm smart and pay attention to the buff timers and downer effects, I'll never suffer any ill effects at all through the use of spices or buffs. Not so with camo. I actually personally have an ethics issue with selling camo to crafters, knowing full well that it isn't going to solve their issue. I've camo'd people probably hundreds of time in the game, and I'd MUCH prefer that I camo them, and at least give them a fighting chance to not have it break on the first MOB that makes a check on thier camo. I won't be mass producing kits to sell for the simple reason that I would know I would be selling a useless product, and in fact a product MORE likely to get that person killed- not IF it fails, but WHEN. I WILL continue to make myself availble to crafter friends to apply camo as needed, or help escort them out to their factories or shops and clear the way as necessary. I've done that for some time now, and I'll continue to do it since to me, THAT is more the Ranger way than standing in the basement of my house at my craft machine churning out camo packs that are next to useless.

Message Edited by AragornSoS on 05-27-2005 02:16 PM



Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
Eavik
Sat May 28, 2005 12:18 am
#98






AragornSoS wrote:


By actually changing the camo kits to an item that can now be used by all, the Devs have done a great disservice to the crafters, who THINK they're going to get a useful item but will actually purchase something that is almost guaranteed to break, and will most certainly guarantee them an incap, and quite possibly atrip to the cloner, EVERY time it breaks. Now, I'm fairly certain that when a doc buffs me, or when I use a stim or some spice or food, I'm going to get some value for the use, and I'm not going to have a guaranteed trip to the cloner when the item fails or wears out. But wait!!! - Spices and enhancers don't fail, they just last for some amount of time, so as long as I'm smart and pay attention to the buff timers and downer effects, I'll never suffer any ill effects at all through the use of spices or buffs. Not so with camo. I actually personally have an ethics issue with selling camo to crafters, knowing full well that it isn't going to solve their issue. I've camo'd people probably hundreds of time in the game, and I'd MUCH prefer that I camo them, and at least give them a fighting chance to not have it break on the first MOB that makes a check on thier camo. I won't be mass producing kits to sell for the simple reason that I would know I would be selling a useless product, and in fact a product MORE likely to get that person killed- not IF it fails, but WHEN. I WILL continue to make myself availble to crafter friends to apply camo as needed, or help escort them out to their factories or shops and clear the way as necessary. I've done that for some time now, and I'll continue to do it since to me, THAT is more the Ranger way than standing in the basement of my house at my craft machine churning out camo packs that are next to useless.







And I still disagree with this. Like I said before - even if the camo kits work on Lvl 1 crafters only 20% of the time. Even if they only work 5% of the time, it's still better than having no camouflage or mask scent at all. Something that will sometimes help to keep you from being incapped is better than always being incapped.


That will be good enough for some crafters. For those that want more, they can still look up their nearest Ranger. The Ranger can then use their unique skill and modifiers to apply the camo for better results.


Nobody loses out. Not the crafters, not the Rangers that want to apply camo, not the Rangers that want to sell camo. It's a win-win-win situation, yet we're still complaining.
AragornSoS
Sat May 28, 2005 12:54 am
#99

And again, you are making an assumption that this will offer even 5% success to crafters, nevermind the 20% success you reference earlier. You have repeatedly stated that you don't use camo at all, and have only now started making kits for the first time ever. So where are you basing this info on? I'm a Master Ranger with bio clothes that I use when I'm using camo (and yes, I use it frequently on Dathomir for tips out and about to the Village and where Nightsisters be.). I DO use camo, a lot - more often when I know I'll be dealing with or near lots of NPCs and want at least some chance to slip by unnoticed. And it breaks, even with my Master Ranger mods and bio clothes, a lot. I would be exceptionally surprised if crafters, with no camo mods, even managed to see 5% success. You're assuming some amount of success, and happy to say "well, if they manage to make it by that 1 agro creature, that's one that it saved them from.".



The reality is, for those of us who actually play a Ranger and use all 4 trees (even with broken skills and issues and all, I still camp, trap, camo and track to enhance my gameplay), we realize that avoiding that 1 creature is going to be largely pointless. If you avoid 10 creatures, but number 11 breaks the camo and kills you before you get to your harvester, that's not success, that's failure. Doesn't matter if you avoided "some" stuff, you're still dead. The camo still failed. Did it delay your death by 15 or 20seconds? Maybe. Did it allow you to avoid agro and successfully complete your task (tending harvesters or whatever)? No. So that's failure my friend. The camo did nothing to protect you from the real issue (the CL damage multiplier issue), and in fact most likely ensured your demise when it broke. If you think that crafters are somehow going to be able to apply camo to themselves and even make it from the outpost to the village (hey, we've all seen those huge harvester and factory farms out there now on the plains) even one time without it breaking, you really haven't used it and don't know what you're talking about. I MIGHT be able to make a trip from the outpost to the village, on foot, and only have camo break once, MAYBE twice, on a very lucky day, if I take a lot of extra time going around things and still hope that the server doesn't decide that now is a good time to spawn a few Nightsisters on top of my head as I'm working around that grouping of spiders over there, and the flyers next to them. A crafter relying on nothing more than the camo pack they bought from you and applied themselves is going to be dead regardless of whether or not they use the camo - and it's even more likley that they'll be less careful thinking they have this useful buff, which is only going to cause it to break that much faster. How many crafters are going to be willing to walk 4000m or more out to a harvester grouping to ensure that the camo they bought and applied has SOME chance of not breaking (since it'll break LOT faster on a mount or a speeder or swoop).




I'm happy you'll get enjoyment out of having a ranger with this change, I am. I'm always happy for others when they find something to enjoy in the game. However, I might suggest that if the only thing you've found to date to do with a ranger is be a harvest machine which you find boring and pointless... you might also want to look at changing your template. There is no revamp even on the calendar, and at the moment about the ONLY thing we have is being that harvest machine (unless you're finding and making your own content, as many of us are). If you think harvesting for organic contracts is bad, wait until you have to gather enough of some of the named resouces to do factory runs of camo. I can't imagine how you find doing an odd hunting contract now and then mind numbingly boring, but the prospect of having to travel planet to planet and gather resources, in some cases from sources that don't offer much yield at all, is somehow exciting to you, is beyond me personally. I'd much rather hunt with my guild, help noobs level up, explore and have fun than have to work at gathering resources for a "product" whose worth even you are willing to admit MIGHT be at most 5% useful, if that.



I see your point, you think it's a good thing since we can generate money and sell "something" without having to take hunting contracts. You keep posting how it's good becuase it gives us something else to sell. Wow, I can sell a kit for 20k each (max price on the bazaar). In the time it would take me to get to a planet, gather enough specific named resources to make a handful of kits, if I was in it for the money, I could have run MANY more missions from terminals all paying 9-10k or so, or gotten a sweet 8K from the Rodian in the camps who only wants me to kill 8 varactyls, or simply gone nuts in space and run some duty missions then sold all the looted parts. Any one of these can net me FAR more money in that time than making and selling the kits.


You are still missing the point why most of us are up in arms, and it's not over the act of selling a silly camo kit.... it's deeper than that, and goes to a lack of communication from the Devs &neglect by the Devsand dismantling of the profession as a whole, bit by bit. The kit is a kit, it's an item. The ability to apply it IS the skill, and that has been given away now. The ability to make the kit is knowledge we pay dearly for throught the expenditure of skill points. All of that has now been gifted to the community at large for free.If you're an actual Ranger and not just a troll, you'll have read the Outdoorsman, Outdoorsman 2.0, and many of the other amazing ideas put together by Fred, Owen, Phen, Calc, Nemo, WildBill and others that are stickied at the top. How can you continue to hold the position that giving away the ability for personal concealment DOESN'T dramatically impact our ability to push for even better and broader stealth and recon type changes when we DO get a revamp? If everyone in the game can do something, do you REALLY think it'll be made to be powerful or profession defining? What happened when doc buffs and armorgot "too powerful" and unbalancing? Do you see how stims are LIMITED now (with 60 sec timers and, from what I've seen, a cap on what even the best can heal at somewhere around 1200 points, when we all have ~3000 HAM on the combat side of things...)? If you really don't see how allowing everyone in the game to use what has up until this point been a unique skill requiring from 88 to 140 SP invested to "master" the skill, I'm not sure there is any point in further posting or trying to educate you as to what concerns most of us. If all you see is the almighty credit and the opportunity to make a quick buck on some kits that are perhaps marginally effective, then more power to you and I wish you well.



Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
ComCypher
Sat May 28, 2005 7:14 am
#100






SmedleyLlama wrote:





ComCypher wrote:





I grow weary of repeating myself, it appears that every single attempt I've made to bring clairvoyance to this thread was fallen into the pit of flames. But I will try one more time. The only difference between now and before is that a ranger no longer has to physically apply the camo to a non-ranger. That is the only difference. How does the fact that the ranger no longer has to be physically standing right next to the non-ranger decrease the uniqueness of the profession, or change the profession in any (negative) way? I CANNOT COMPREHEND THIS!







Honest answer? Because up until now, no one outside of Rangers ever bothered to get camo. Through lack of knowledge, or the difficulty in tracking down a Ranger, or who knows why. But now everyone can be a Junior Ranger simply by popping by their local vendor.Camo has become common place. Not unique. Not special. Common. The skill you got in return? The ability to be a merchant.


Just doesn't seem like a fair trade to me.







So basically you are upset that people are more aware of how to get camo'ed, and in your mind this "new knowledge" has decreased the uniqueness and mystery of the rangers. Kind of a strange explanation but I guess that's the only way to rationalize it .







0100011100111111001000111110000110111000111001111100010
0100111100010000101111000000000011001011001101010010000
1011011011110110001110010010010101011100011001001001110
0000101110110111011000110001100001000110111011000011111
1100100110001011011001001101010110011001010010110011111
0010011111100100101111100001101101001100000111110100101
1000110111110111011100011111001000100101100101001011111


SeanBlader
Sat May 28, 2005 7:54 am
#101






Eavik wrote:


And I still disagree with this. Like I said before - even if the camo kits work on Lvl 1 crafters only 20% of the time. Even if they only work 5% of the time, it's still better than having no camouflage or mask scent at all.




Eavik is a crafter, that's that's the only explanation. Probably has Ranger as his alt for his Armorsmith. So now his armorsmith primary character can go out andlive across a20% longer distance to the harvestor.


Along with all the other arguments Eavik, the problem here is that 20% or 50% or even 80%farther isn't enough to get you to the village where you canconvert your craftingexp toFSexp. You'll still die, and clone and have to start over. And when that camo breaks, you don't just have the potential to get aggroed, you are already on the defensive. When it breaks it's because you got hit by something, and you know what that means.


And it's not just our skill that got changed, but it's our ROLE. One of the major things that made us useful in a group just got turned into something akin to staying home, stockpiling supplies and making schematics. It wasn't until I picked up Combat Medic for a few monthslastyear that I ever made a schematic or used afactory. I made my traps and camps on the fly inbetween battles. REAL rangers don't even need homes, let alonefactories.And according to my testingcamo wasn't evenrewritten for a higher percentage for Rangers orfor Ranger Camoapplied to others. And the percentage to non-Rangers is low enough that you'll need to provide a disclaimer whenever you apply or sell them.


On top of that, not only did they change our role in the game but they also destroyed any potential that the skill might have in the future for higher level and GCW/PvP effectiveness. As it stands now,camo kitscannot possibly be used to drop someone off the radar, or make them invisible.And this change in potential is the single biggest problem with everyone having access to our camo.





________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


SmedleyLlama
Sat May 28, 2005 8:28 am
#102






ComCypher wrote:



So basically you are upset that people are more aware of how to get camo'ed, and in your mind this "new knowledge" has decreased the uniqueness and mystery of the rangers. Kind of a strange explanation but I guess that's the only way to rationalize it .






Nope. Educating the masses is one thing. Handing out diplomas without a day in class is another.

Eavik
Sat May 28, 2005 9:13 am
#103






SeanBlader wrote:


Eavik is a crafter, that's that's the only explanation. Probably has Ranger as his alt for his Armorsmith. So now his armorsmith primary character can go out andlive across a20% longer distance to the harvestor.


Along with all the other arguments Eavik, the problem here is that 20% or 50% or even 80%farther isn't enough to get you to the village where you canconvert your craftingexp toFSexp. You'll still die, and clone and have to start over. And when that camo breaks, you don't just have the potential to get aggroed, you are already on the defensive. When it breaks it's because you got hit by something, and you know what that means.


And it's not just our skill that got changed, but it's our ROLE. One of the major things that made us useful in a group just got turned into something akin to staying home, stockpiling supplies and making schematics. It wasn't until I picked up Combat Medic for a few monthslastyear that I ever made a schematic or used afactory. I made my traps and camps on the fly inbetween battles. REAL rangers don't even need homes, let alonefactories.And according to my testingcamo wasn't evenrewritten for a higher percentage for Rangers orfor Ranger Camoapplied to others. And the percentage to non-Rangers is low enough that you'll need to provide a disclaimer whenever you apply or sell them.


On top of that, not only did they change our role in the game but they also destroyed any potential that the skill might have in the future for higher level and GCW/PvP effectiveness. As it stands now,camo kitscannot possibly be used to drop someone off the radar, or make them invisible.And this change in potential is the single biggest problem with everyone having access to our camo.







Ugh. Again with the not a real Ranger nonsense. Try reading my signature - it has all my professions listed there.


I'm not the one dropping Master and skill trees. I'm not the one staging a cute little "sit-in". I'm not the one boycotting one of our own skills.


I'm actually having fun as a Master Ranger, and getting some use out of the skill that everybody else is dropping - yet that makes me the bad guy. Somehow, the fact that I want to keep and use my Master Ranger makes me some kind of "fake" Ranger wannabe. Brilliant logic you guys have here.


I guess if I want to be a "real" Ranger in this community, I should just drop Ranger and complain more often. Thanks, but no thanks.



Again, we bring up the usefulness of the camo kits, which still confuses me. Seems like you are arguing against yourself. We're supposed to be upset because we gave our "skill" out to everybody for free. Yet we're also upset because the "skill" isn't very good - and nobody is going to want to use it.


Huh?




"On top of that, not only did they change our role in the game but they also destroyed any potential that the skill might have in the future for higher level and GCW/PvP effectiveness. As it stands now,camo kitscannot possibly be used to drop someone off the radar, or make them invisible.And this change in potential is the single biggest problem with everyone having access to our camo."


No. They didn't... and Yes, They can. Read my posts. There is nothing stopping our revamp from making these exact same camo kits that everybody can usegive us stealth. Just build it into the camouflage modifiers. With a +100 camo skill mod, camo kits drop you from radar. Real tough.
BioEngine
Sat May 28, 2005 10:47 am
#104






Eavik wrote:





SeanBlader wrote:


Eavik is a crafter, that's that's the only explanation. Probably has Ranger as his alt for his Armorsmith. So now his armorsmith primary character can go out andlive across a20% longer distance to the harvestor.


Along with all the other arguments Eavik, the problem here is that 20% or 50% or even 80%farther isn't enough to get you to the village where you canconvert your craftingexp toFSexp. You'll still die, and clone and have to start over. And when that camo breaks, you don't just have the potential to get aggroed, you are already on the defensive. When it breaks it's because you got hit by something, and you know what that means.


And it's not just our skill that got changed, but it's our ROLE. One of the major things that made us useful in a group just got turned into something akin to staying home, stockpiling supplies and making schematics. It wasn't until I picked up Combat Medic for a few monthslastyear that I ever made a schematic or used afactory. I made my traps and camps on the fly inbetween battles. REAL rangers don't even need homes, let alonefactories.And according to my testingcamo wasn't evenrewritten for a higher percentage for Rangers orfor Ranger Camoapplied to others. And the percentage to non-Rangers is low enough that you'll need to provide a disclaimer whenever you apply or sell them.


On top of that, not only did they change our role in the game but they also destroyed any potential that the skill might have in the future for higher level and GCW/PvP effectiveness. As it stands now,camo kitscannot possibly be used to drop someone off the radar, or make them invisible.And this change in potential is the single biggest problem with everyone having access to our camo.







Ugh. Again with the not a real Ranger nonsense. Try reading my signature - it has all my professions listed there.


I'm not the one dropping Master and skill trees. I'm not the one staging a cute little "sit-in". I'm not the one boycotting one of our own skills.


I'm actually having fun as a Master Ranger, and getting some use out of the skill that everybody else is dropping - yet that makes me the bad guy. Somehow, the fact that I want to keep and use my Master Ranger makes me some kind of "fake" Ranger wannabe. Brilliant logic you guys have here.


I guess if I want to be a "real" Ranger in this community, I should just drop Ranger and complain more often. Thanks, but no thanks.



Again, we bring up the usefulness of the camo kits, which still confuses me. Seems like you are arguing against yourself. We're supposed to be upset because we gave our "skill" out to everybody for free. Yet we're also upset because the "skill" isn't very good - and nobody is going to want to use it.


Huh?




"On top of that, not only did they change our role in the game but they also destroyed any potential that the skill might have in the future for higher level and GCW/PvP effectiveness. As it stands now,camo kitscannot possibly be used to drop someone off the radar, or make them invisible.And this change in potential is the single biggest problem with everyone having access to our camo."


No. They didn't... and Yes, They can. Read my posts. There is nothing stopping our revamp from making these exact same camo kits that everybody can usegive us stealth. Just build it into the camouflage modifiers. With a +100 camo skill mod, camo kits drop you from radar. Real tough.





Nothing? Are you sure?



Really?





Because from what I can see, if they would give the abilities to RIflemen and Jedi outside of their revamps, then what chance do we have since we have been asking for this for 2 years?



There are chances, and they are the logic of the Devs, the opinions of the Devs, the restrictions imposed on the Devs by their supervisors or "higher ups," and whether or not someone will complain that giving us radar invisibility as well would be unbalancing.





Account active 'till November 10th, contact me on forum name:
Stamina
Page 8 of 9