Ranger Archive

Thread: Rangers and accuracy in the CU.

Tarnak_Archvold
Sun Apr 17, 2005 6:18 pm
#1

I locked in to the CU servers to look at the way of the new skill distribution. I found something a bit disturbing. The elite profession gives a generic range/melee accuracy, as well as a smaller amount of weapon specific accuracy.
In the range professions that is +75 generic range accuracy, where even rifleman only get another +45 rifle accuracy.
Any combated mastering two range professions, or two melee profession will thus gain another +75 accuracy over a single profession mastery.
And according to the devs the accuracy vs. defences will be a part of not only hitting, but also in damage dealing.

Now I know that I will never be as effective in PvP or PvNPC as a duel elite core-combat master. As a ranger, I chose ranger over a second mastery, but when it comes to fighting creatures I should be at least as effective, if not even more effective. So we should gain at least "+75 creature to hit bonus" if not more. And we need to know that "creature to hit bonus" works on special attacks, as I think it only works on auto attacks in live.

And this is not even counting the generic melee/range speed mods.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
WildBil2Me
Sun Apr 17, 2005 8:14 pm
#2

It is my hope that we'll be seeing some of the things you mention coming onto TCEp3 sooner than later. I think some of it might while some may get pushed back until the coming ranger revamp.



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Jolandir
Mon Apr 18, 2005 9:57 am
#3

This is exactly why they finally gave us the cl and health which was being only given to combat professions, because we could not stay alive anywhere near as well as combat profession when fighting any kind of medium to very high level creatures.


This confirms that they still do not see us as a combat profession or at least para-military profession (fighting is fighting, especially since every creature aggros onto you unlike creatures in the RL wild, and fights you like a combatant rather than acting like a creature). Because of this failure they still do not realize we cannot, nor will be ever be able to, effectively hunt creatures/npcs without being considered this. They fight us like any other combat situation and are very deadly in most cases. Without the speed and accuracy bonuses to fighting in scout and ranger you can not effectively out do a combat profession when hunting high or very high level creatures and in some cases even higher medium level creatures. I realize this is a gaming design decision that has been in all games that creatures in essence are combatants, and SWG has followed in the same foot steps, which is perfectly fine. But when you have this gaming design and then consider your Ranger/Scouts more in view with the real world view (animals are not combatants, they rarely attack humans because we are considered by them as one of the most dangerous creatures they can confront, and animals have a very strong survival instinct that over rides any "I am going to get you at any cost" mentality), you suddenly placing your Ranger/Scout professions in an impossible position. They are considered non-combat professions, yet everything they need to hunt is usually extremely dangerous (why else would they need such as specialy class in this game then) and attack like combatants and not just singularly but in mass. So here is the major problem with their philosophy, and anyone elses that does not see Ranger/Scout as a combat profession. You will always be patching and trying to come up with some new scheme to try and keep them non-combatants while placing them in obviously combat situations. It just doesn't work to do it that way without totally redesigning their concepts and how the game plays especially in reference to creatures.


Plus there are so many rogue group factions out there (not Rebel or Imperial) that if you are in the wild you are going to be attacked and attacked by humanoid species and in a combat way. So unless they are going to change this part of their game design so these factions "see" us as "oh yeah those are they hunters, we don't fight them then" type of AI they will still put us in a very deminished position in this game for any kind of hunting. The problem becomes even more blurred when you realized that both in the past, the present, and thus most likely in the future Ranger/Scouts have always been seen as either a special forces kind of profession, or at least as para-military types because of the ease of cross over and in wild and dangerous land the very fact that since they are usually out there alone or in very small groups they have to be able to fight very effectively to survive (thus the tittle in Ranger "Suvivalist"), which would be totally impossible in wild lands if they were not this capable. I am not talking about your causual hunter, I am talking about your top professional in Ranger/Scout.


Even in catalogs today for hunting, you can't go through them without think, this is for military or para-military types. In fact in recent discussions in RL military types they are discoveriing that hunters/wilderness rough it types are able to gear up as well as and in many case even better then military gear at a lower cost. Now that is really funny when you think of it and our current gaming concept in SWG.


So at the moment in spite of the elation at think cl and health has made us a combat profession, what you have so accurately pointed out states very clearly at this point that we are not in that position yet, and because we aren't we are and will be at a distinct disadvantage whether fighting creatures, npcs, or players.


Just my 2 cents worth.


Jolandir
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