Ranger Archive
Thread: Ranger/Scout Changes in update on Test Center
"Perhaps testing on Rori or Talus?"
I have been to Talus on Live and have a general feel for the wildlife... I might choose that one next.
Rori has a lot of wildlife in common with Naboo apparently, and I'd like a broader base of comparison. ![]()
It has been suggested to try Tatooine as well, but I don't know that planetvery well, and would need DeltaXi65 to show me around.
NRaas wrote:
/areatracknow has an icon (a square border surrounding a white square)
when you are using conceal do you still have the same icon as maskscent next to your HAM bars?
"when you are using conceal do you still have the same icon as maskscent next to your HAM bars?"
Yes. ![]()
But... Since you can't have both /maskscent and /conceal operating at the same time, I really don't see the HAM Icon as much of an issue.
yep, the xp granting is too prone to abuse (On release peeps did Master Scout in 2 days running through "red"). I say remove it and only have critters that have a very high sensory abilities even have a chance to break it. I guess using the CL fo this is a good gludge but I'd rather see a perseption stat added, so that CL is not an actual factor and critter knowledge and behavior be used for something actually usefull. I'm tried of walking 2k out of the way to find a hole through the "aggro wall" on advanced planets.
LRI wrote:
NRaas wrote:
- It is a specialty item used for sneaking past critters that you would otherwise not attack.
I agree that should be the purpose of conceal but! if the effectivness hasntchanged that is still not so, at the moment conceal and maskscent is more of an danger then a helping ability.
My proposal is that the xp granting be removed from conceal. and that the effectivness is increased to compesate. For an exempel a master ranger using concealment should not have it break unless against very high end mob, if you can use the difficulty level of creatures as an exampel I would say nothing beneath 50. Since the range goes all the way up to 300 (maybe more) I dont think there should be a problem with that. it could even be raised to 100.
Its just an thought I have, any thoughts?
Wow, I've been out on vacation since last Wed. and this was a great change. Very cool.
Scout: Mask Scent / Conceal is now properly removed when you initiate combat.
Does this mean that when I enter combat, my mask scent or conceal will cancel out? If so, does this mean I willno longer be able to attack one aggressive creature while the other ignore me because I have mask scent up?
I guess I will try it and see how it works, but I have to say, this was a good feature, and was about the only way a solo person had a "CHANCE" of attacking agressive creatures. And it makes sence. I can stay hidden from the ones that I'm not attacking. A realistic use of the skill. Now I have no problem with the fact that we can't re-aplly mask scent or conceal while in combat, but it should not automatically drop once we enter combat.
If the creature already failed to break it, why would they do so just because I entered combat with a different creature. Or an NPC for that matter?
"Scout: Mask Scent / Conceal is now properly removed when you initiate combat."
The skinny on this one, as I have tested on TC:
The current implementation on Test Center works the same way as camp disbanding.
- If you incur a certain amount of damage during combat your camp disbands, not when you enter combat.
This is the same way for /conceal and /maskscent.
- If you are not damaged during combat, your concealment will not be broken, and it will still be viable after the combat is over
- This is possible if you are a Ranged fighter with a melee buffer, such as another team member or a pet
- Or if you are a support team member (Combat Medic, Doctor, Medic) and don't get aggroed yourself
However, the creature A.I. (namely the assistance behavior) ignores conceal once you attack one of their brethren.
- So if you enter combat, conceal is pretty much ignored. Hence assistive critters will know exactly where you are and come swarming.

Hope that explains the current system. ![]()
In a site-seeing trip to Yavin 4 this weekend I dropped a HTFB and some of the group pulled aggro. I helped and got the message about being in combat and the camp is comming down. I was not touched. This happened twice, sense I thought perhaps the first one was a fluke.The second time I studied the combat chat to be certain and indeed I took no damage.From then on I sent the pet out instead if I had a camp up.
NRaas wrote:
An additional tidbit:
/conceal and /maskscent don't break unless you get damaged by an opponent.
So if you are support in a group, you don't have to reapply /conceal after a battle if you are never injured.
----
It is the same concept as how camps disband...
They don't disband when you enter combat... Only if you take a certain amount of damage during the fight.
I don't know if this was fixed, but when you conceal, mousing over the icon still says maskscent. So if you applyconceal to someone , unless you pay close attention, you won't know if the player is still concealed or if he maskscented on his own. You could ask but that will get endlessly annoying.
NRaas wrote:
"when you are using conceal do you still have the same icon as maskscent next to your HAM bars?"
Yes.
But... Since you can't have both /maskscent and /conceal operating at the same time, I really don't see the HAM Icon as much of an issue.
"So if you applyconceal to someone , unless you pay close attention, you won't know if the player is still concealed or if he maskscented on his own."
I presume you are concerned about ragtag groups.
In a more organized group, it would be understood that there is a Ranger available to conceal people, rather than them using there own abilities.
A person who broke conceal would then know to ask the Ranger for a new concealment...
I agree, it is an issue, but not a particularly big one. ![]()
I'll put it in the list...
ReptileSpit wrote:
This is what I've wanted from the beginning. I've never understood why anyone would be dependent on the meager experience gained from using these skills.
Especially at Master Ranger where scout exp is useless, increase the effectivness to the point that it would automatically succeed on anything CL20 and under and only have to do a check on stuff CL21 and up.
Getting camo broken by krettles is amazingly annoying.
First of all, getting experience for maskscent/conceal was nice as it is the only way to get experience for actually exploring the world. It should have been implemented better (to prevent people from mindlessly walking around the outpost on Yavin to soak up experience in no time) but it is better than learning how to explore by killing creatures.
But this is one of the bigger concerns I had that I don't know if it was addressed or not. When you get experience points, it is a sign that the creatures ahead were successfully stealthed. Being capped at scouting experience at 160k, I get no such notices and would love to be told if I missed my check before getting into aggro range. Useless as that experience might be for me now at master ranger, it gave a great deal of information on how to navigate past a large number of reds.
NRaas wrote:
"So if you applyconceal to someone , unless you pay close attention, you won't know if the player is still concealed or if he maskscented on his own."
I presume you are concerned about ragtag groups.
In a more organized group, it would be understood that there is a Ranger available to conceal people, rather than them using there own abilities.
A person who broke conceal would then know to ask the Ranger for a new concealment...
I agree, it is an issue, but not a particularly big one.
I'll put it in the list...
Wow fast response. ![]()
Anyway, it is not so much for ragtag groups as it is for groups that I tell my ability to use conceal is limited since I don't tend to keep a lot of kits for one planet on me. It's not a major issue at all but it doesn't seem like a hard thing to fix, especially when they are working on that skill anyway.
By the way, I forgot to mention that I did try and had no trouble manually removing conceal normally. Not sure where people got the idea that they couldn't.
Thanks for the clarification NRaas.
However, the creature A.I. (namely the assistance behavior) ignores conceal once you attack one of their brethren.
I'm not talking about assistive creatures, they have always ignored mask scent/conceal, because it only helps with Agro creatures. Which is what I'm talking about. Currently, if I put on mask scent and attack a creature from an Aggressive but not assistive herd, I would not get attacked by the other animals.
Is that still the case, or will my mask scent/conceal break, and all the other agressive creatures come a running? Is the system setup that if in the above case, should I take x amount of damage, THEN my mask scent breaks?
Also, on ALL my camps, I get the "your camp has been abandoned because you are in combat" as soon as I shoot, or take a hit. That part about me taking a shot at something, before I get hit is the key note. But lets see if they fixed that after this update.