Ranger Archive

Thread: Ranger Profession is a JOKE as is........Plz Read

Arasett
Wed Oct 15, 2003 4:00 pm
#1

First of all let me say that I am a Ranger, soon not to be. Their is nothing in the Ranger Profession that is even appealing to me anymore. Maybe if they fixed the bugs I would stay. Here is what needs to be done:

1. Wayfaring....get rid of the whole tree unless you are going to make Players invisible to other players. This would allow more strategic planning during PvP raids. That is the only way I would use my skill points on that tree. Right now it's a waste of 14 skill points.

2. Frontiering....I have to admit the High Tech Field base is cool, but it SERVES NO PURPOSE. VERY Rarely do I see people using the Crafting stations. Take OUT the crafting stations and put in a small Cloning Building(like the ones in the outposts). Make it where a Ranger can only use one High Tech Field Base every 24 hours. Just think how awesome this would be for everyone on a Krayt Hunt or Trip to Ft. Tusken. Right now the 5K meter hike back takes the fun out most hunts and Raids. Also, if the Ranger that places the Camp is Overt, then the Camp is succeptable to attack by Overts of the opposing faction. Also, last but not least, the Ranger would get the 1000K per clone. Yeah I know you Rangers would love this as well.

3. Tracking......I have read some of the changes they are going to be making to tracking and it seems very attractive. Maybe after the changes it will be better. Right now in the Tracking tree /areatrack is bugged. Consistantly I will use and /areatrack on animals, and it will say "you cannot determine anything....blah, blah, blah", then I walk 250M and get jumped by Ancient Bull Rancors. Increase range to at LEAST 1000M, right now as it stands, 2 players walking 250M apart could accomplish the same thing as a Ranger. The /areatrack Players is the only thing that comes in handy to me.

4. Trapping......Well after the last patch Trap experimentation sucks. Also, we should have more variety of traps. I have read the changes they are making to traps and it seems very interesting. TRAPS should work on Players as WELL!!!! What is the difference between a Ranger throwing a Poison Dart and a Commando throwing a grenade?? Thats just Stupid if you ask me.

I have heard all the Blah Blah Blah about Rangers are suppose to be a Support Profession and not as powerful as Combat profession. I AGREE 100%. All of the things I have stated above will Increase the Rangers abilities to support Hunts, Raids, and their fellow faction brothers.

Get to it NRaas whip them Devs into shape!!
Jaled-bare
Wed Oct 15, 2003 4:07 pm
#2

well, while I disagree with your thesis, you have excellent suggestions. The cloning center in a HTFB is a great idea. After all, it a BASE camp: a place for staging your operations while out in the wild. (goes back the idea about base camps stickingaround until a player disbands it or logs out).I disagree on removing the crafting stations, especially until all the problems with droids are worked out. I know that I craft there some. Tracking does need a solution. Traps are on the list for a complete revamp. Frontiering is also, hopefully they will toss a cloning station in there.
DediJedi
Wed Oct 15, 2003 6:29 pm
#3

I started recently on the Ranger profession and am loving it. I am very hopeful of the upcoming patches. Originally I got it just for 0/4/3/0, but now have decided to drop all combat abilities (except for maybe Rifle, haven't decided yet). Here are my thoughts:


Wayfaring: By it's very definition it is an aide to traveling, not to combat. I'm going for Master CH as well and plan on using my creatures a my primary method of offense. I find camoflage create as it keeps me OUT of the combat. But in a realistic sense, even in combat it should not go completely away, but give you a big defense bonus against their hits, with each successful hit having the opportunity of destroying it completely. Mask scent I believe should stay the way it is, except for maybe it not being broken against creatures you are not in combat with.


Camp: I believe that Ranger camps should be different than scout camps. Reusable, but costing more, and only if you purposefully pick it up. Personally I think anything "High Tech" doesn't belong in a Ranger line as Rangers are supposed to be "Low Tech". The two top camps should go in the Squad Leader line. Rangers should give bigger "Low Tech" camps that provide massive camoflage against basically everything. Players within it don't appear on the mini map and possible are visually obscured.


Traps: Since I plan on staying out of combat the Ranger traps look promising though I haven't gotten a chance ot use them yet. They look promising as they debilate one or more creatures, making it easier for my creatures to kill them. Snare traps are pretty much useless because my creature will be meleeing anyways. Snare traps are only usefull for ranged fighters. I am eagerly awaiting traps you set and lures and such.


Tracking: I like it, but it'd be more powerful if theyreduced the rate of spawning/despawning, thus making it more likely that what we see is what we get. Especially out in the wilderness. Areatrack, as it stands is beautiful, though it should be supplemented. A Ranger should have the ability to hone in on a single animal, and track it at farther distances than you area track.

Ypiana
Wed Oct 15, 2003 6:35 pm
#4

I started dropping Ranger to get PvP skills, since I was PvP'd out. Then as I get more firepower, I realize that the only thing Ranger has to offer is the tracking line. The wayfaring line offers nothing over skillfully navigatingmobs. Current traps, pffff. Bases that poof way too easily and are only usable once, nah. The best things Ranger has to offer are +10 melee and ranged defense and tracking. Creature-to-hit bonuses and increased harvests and the areatrack are quite nice. What makes me crack up about the increased yields, though, is that now I'm a bounty hunter, I have the firepower to take down many more and bigger mobs, which means that even at Master Scout I can get more meat per hour than a Master Ranger. Not to mention that it brings nothing to PvP, and since I'm out of content that's really the only challenge left in the game. I thought being Master Ranger would make me the ultimate at ruling mobs, but believe me it's all player skills + firepower, not the traps and wearing a smelly camo suit. As far as wayfaring, having no cammo and knowing the exact distance mobs will attack you with 100% assurance is much better than having camo and having to stay further away from mobs and not knowing when they'll attack you.


-- YP




I killed my parents... You're next!
/godmode 1
JBMat
Wed Oct 15, 2003 6:59 pm
#5

Your original post qualifies as a whine and a snivel.


1. No one is gonna be invisible, so saith the Devs that be. You want invisible, EQ, next game down the hall. This is pretty much a dead issue. Remember, we are not a combat profession but a combat support profession, oh, you knew that....so why not go in covert, scout using areatrack and when you group is finally fired on, get your shots in.


2. The camps are very good, and I have to agree they HTFB needs to be made semi-permanent. However, you want a clone station, you build the clone station... no freebies. It may cost extra metal and poly, and whatever, but as an option only. And it should not be a 1000c per clone station either, **edit**, it would cost like 30 c to make, clones there are free, as the base can go bye bye at anytime realistically.


3. Areatrack works. You are talking about the proximity spawn effect. Some animals don't spawn until you get within a certain range, which is why areatrack does not pick them up til they spawn on your little pointy head. Think of it this way... you missed them, they never were in the area you were searching, and when you finally didnotice, they were chewing on your leg.


4. Admittedly, traps as they are now suck. But then, grenades suck too, so you chose the right comparision there. We may gain the ability to use them on pets and NPCs... maybe at some pt in PvP. Who knows? Until then, learn to use what ya got, adapt and overcome.


What your entire post says to me is that you want to play Duke Nukem in a Star Wars setting. You want to be able to kill, kill, kill and then kill some more. Boring. Join the BHs and go be uber in PvP and PvE and kill people and players and creatures til the blood pools to your knees. Just don't expect me to join ya. I think I can find better things to do, like run missions, help people get XP, track down some neat stuff, you know, boring Ranger type stuff.


Oh yeah, can I have your Ranger stuff? And remember, no whining about how about half the BH missions are bugged and don't work and you just spent umpteen thousand creds to fly to east left overshoe to have the mark a no show.


JB


jedinight11
Wed Oct 15, 2003 7:51 pm
#6

This post discusts me. Plain and simple. Ypu saw the pluses for being a ranger and you chose to go that path. I guess thats why devs implemented a surrender skill button. You are not being forced to stay.


Signed Me'kar Tketh

Gorath

Master CH Master Scout Master Ranger Pistoleer(Trickshot)

MaximusPayne
Wed Oct 15, 2003 9:49 pm
#7

Even with its faults, I still prefer the Ranger profession over the others. Right now, anyway. I will agree with a few of your points to making it more practical though. As it stands, Scouts are pretty much glorified hunters and Rangers are glorified uber-hunters. Rangers should be more combatant, more like Army rangers than Park rangers. I'd settle for scout traps strictly working on wild animals and ranger traps working on all animals. Maybe have camo kits hide you from enemy radar in PvP? And yes, field bases should be more permenant. At least a 1 hour time limit, regardless if the owner is in combat or not. The cloning station replacing the crafting station is a good idea too, but make it so it can only be used once per player. Otherwise, hunting parties would exploit the hell outta it.


Just my thoughts...




Napalm Kidd, Hunter
sbjnyc
Thu Oct 16, 2003 11:48 am
#8




JBMat wrote:

2. The camps are very good, and I have to agree they HTFB needs to be made semi-permanent. However, you want a clone station, you build the clone station... no freebies. It may cost extra metal and poly, and whatever, but as an option only. And it should not be a 1000c per clone station either, **edit**, it would cost like 30 c to make, clones there are free, as the base can go bye bye at anytime realistically.


3. Areatrack works. You are talking about the proximity spawn effect. Some animals don't spawn until you get within a certain range, which is why areatrack does not pick them up til they spawn on your little pointy head. Think of it this way... you missed them, they never were in the area you were searching, and when you finally didnotice, they were chewing on your leg.




Camps are good for a week and then you realize that they arepointless unless you are solo with no healing ability as they are no better than a basic scout camp otherwise. HTFBs (or any camps even) are not needed to call pets, heal wounds, or craft out in the boonies. So what are they for? Oh, they don't repel aggressive creatures either and I doubt they ever will.


Area track still has a large number of bugs but it is getting better. When tracking for "people" I don't want to see "Transport Shuttle." I also want to be confident that I am not missing anything because of terrain screwing up the output (ie a rancor 50m east and 200m up probably won't show on my tracking screen). When will I be able to see player pets on tracking again? Etc.

Starraider
Thu Oct 16, 2003 2:53 pm
#9

I like all the ideas but would change the cloning ability with Hi-Tech Field Base a little. It shouldn't act like a regular cloning center in that people pay 1k and they clone with no wounds. They should get a choice of cloning at the predesignated center with no wounds or at the camp with wounds. This would also give medics and entertainers more of an incentive to go out on group hunts because they would be able to gain more xp this way.



Virzot Yssossk
TKM/Commando
Ahazi
Jaled-bare
Thu Oct 16, 2003 3:54 pm
#10

I can see how there could be exploit concerns with a cloning center in the HTFB, ie... suppose my party finds an ancient bull rancor spawn 6k from town. I then set up the camp, we engage, then as soon as someone gets killed they are able to pop back at the camp that is only 100m from the lair, ready to go. This basically removes any and all death penalty.


Considering this, I would propose the following. Either:


1. Anytime you clone at the camp, you take the wounds, period. OR


2. There would be a timed delay for cloning at the camp. 3 to 5 minutes seems reasonable to me, just enough provide a benefit, yet prevent exploiting. Make it give some sort of message saying "It will take 5 minutes to download and reproduce your clone data".


Granted this 5 minutes of downtime would not be very thrilling, BUT would you prefer to have to run 6km to get back to your camp instead? I know I'd go grab a sandwich and enjoy.


Who knows, mounts and vehicles may make runs fast and easy. That scares me a little bit. Anyway, just some spur of the moment thoughts. your input welcomed.

Tsion
Thu Oct 16, 2003 4:02 pm
#11






JBMat wrote:

Your original post qualifies as a whine and a snivel.


1. No one is gonna be invisible, so saith the Devs that be. You want invisible, EQ, next game down the hall. This is pretty much a dead issue. Remember, we are not a combat profession but a combat support profession, oh, you knew that....so why not go in covert, scout using areatrack and when you group is finally fired on, get your shots in.


2. The camps are very good, and I have to agree they HTFB needs to be made semi-permanent. However, you want a clone station, you build the clone station... no freebies. It may cost extra metal and poly, and whatever, but as an option only. And it should not be a 1000c per clone station either, **edit**, it would cost like 30 c to make, clones there are free, as the base can go bye bye at anytime realistically.


3. Areatrack works. You are talking about the proximity spawn effect. Some animals don't spawn until you get within a certain range, which is why areatrack does not pick them up til they spawn on your little pointy head. Think of it this way... you missed them, they never were in the area you were searching, and when you finally didnotice, they were chewing on your leg.


4. Admittedly, traps as they are now suck. But then, grenades suck too, so you chose the right comparision there. We may gain the ability to use them on pets and NPCs... maybe at some pt in PvP. Who knows? Until then, learn to use what ya got, adapt and overcome.


What your entire post says to me is that you want to play Duke Nukem in a Star Wars setting. You want to be able to kill, kill, kill and then kill some more. Boring. Join the BHs and go be uber in PvP and PvE and kill people and players and creatures til the blood pools to your knees. Just don't expect me to join ya. I think I can find better things to do, like run missions, help people get XP, track down some neat stuff, you know, boring Ranger type stuff.


Oh yeah, can I have your Ranger stuff? And remember, no whining about how about half the BH missions are bugged and don't work and you just spent umpteen thousand creds to fly to east left overshoe to have the mark a no show.


JB








What he said.


I can't beat that.




O'Reilly Freeborn
O'Reilly's Organics ò inside the Transcendence Mall, East Lianorm - On the Lake at 3300, 2700, Naboo, Corbantis
Professions: @ Master Heavy Swordsman / Master Brawler / Scout/ Medic / Merchant - Retired Master Ranger
Badges:&Master Explorer/Jabba's Badge of Trust/Imperial Badge of Merit/Rebel Badge of Courage/Nym's Badge of Honor


Spider-Jerusalem
Thu Oct 16, 2003 4:45 pm
#12

Well, I am considering droping the profession as well, but not for any of the reasons stated by the original poster. I enjoy the profession quite a bit but it does not suit my style of play since I do more soloing than hunting in a group.


Aside from that my only diapointment with the profession in the traps. I seem to get the best results using phenacine darts and glow-wire traps, both are from scout.


The camps may have some problems, but the ego-stroking value alone is enough to justify using ithem. I get SO many compliments on my field base camp and LOVE it!

Rancorrider4
Fri Oct 17, 2003 8:38 am
#13

/agree Jbmat


I'm a Ranger and staying that way.


"Move along, move along".


P.S. The title of your thread speaks volumes. Maybe if you had addressed your concern in a more amicable fashion, rather than deriding several players' freely chosen choice of profession, you may have gotten some more positive responses.


My two credits.




nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


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