Ranger Archive

Thread: Our FS skills... Or lack thereof.

DesktopSaki
Fri Sep 10, 2004 4:06 am
#1

I'm sure this has been covered, but I didn't see a sticky, and it's new to me and I'm sure a lot of others, so, um... There. Yeah.


Anyway.


I unlocked FS this week, did the Village last night, and grabbed the tree that looked best for a Ranger. Yay me! Tonight, I sat down to actually look at it and compare it to other trees.


You've gotta be kidding me.*


+5 Mask Scent? (Wow, we'll be Novice Scout +5!) +5 Foraging? Does anyone even forage for anything besides fishing grubs? +5 Terrain nav--aren't we maxed on that already? If it makes us run faster than others, well, okay, but I doubt it. +5 Creature Harvesting? I doubt they'll want us to see the exact HAM of a mob, so maybe it'll tell us when they last pooped.


Now, I'm holding my breath on the +5 Trapping that maybe--just maybe--it'll let us use all our traps on NPCs, finally, but +5 Camping is... Wow. +5 Camping.


Yeah. We really need +5 Camping, hooboy.


And Harvesting... Well, while we get NO tracking bonus, we do get a harvesting bonus. One. +5. At the top most box. Us, a class that's already short on skill points to begin with.


Did they even talk to Rangers when planning this? Or think about what skills we actually used? We get no tracking bonus, but we get a CAMPING increase?! This feels horribly tacked on, like they're afraid that giving us more than +5 harvest bonus (when we're already nearly halved in groups) will somehow imbalance the game (even though they're making it so Surveyors will be able to find the best spots on the planet without even leaving town).


Right now, for those wondering, here's what we get:


BOX 1: +5 Camping, +5 Foraging

BOX 2: +5 Trapping, +5 Mask Scent

BOX 3: +5 Terrain Nav

BOX 4: +5 Harvest, +5 Creature Knowledge


Compare this to combat types, who get four trees of +12 each, and a defense tree of +20. Or crafters who get +20 Force assembly and +20 experimentation. (That's all four boxes added together.) Or pilots/drivers who get a tree that gives them +20/+4. And all of those are, you know. Useful.


Here's a better proposal.


BOX 1: +5 Harvest, +5 Trapping (lets us use our traps on NPCs)

BOX 2: +5 Harvest, +5 Camo

BOX 3: +5 Harvest, +5 Camo

BOX 4: +5 Harvest, +5 Tracking (makes a path to the mob)


Or even let us choose what bonuses we get, so we can finely hone the skills we do use most, with caps of +15 or +20 to each one.


That's a tree I'd be really happy with. Even if they dropped it to +15 harvest, I could. Heck, even +10 harvest is decent! But +5 Harvest and nothing to Camo or Tracking while we get three or four useless or near-useless bonuses is... Astounding. And not in the good way.


Grar. Grar, I say. Grar!


* Note: I rarely whine about this game. No game is perfect, so I choose to enjoy the ones I play and overlook the flaws. No class is perfect, either, I live with that and make the most of it. And I certainly don't whine about how we had to spend more skill points to get our profession, it's a choice I made, and it's one I accept. But this poor lack of planning in the FS tree just really astounds me.



Once a Ranger... Always a Ranger.
IGN: Stof - Parsec Armor, Mos Omenos, Tatooine, 23 Jump Street -2929 -6677
Home of the Amazin' Flamin' Bothan Crotch
- /salute Phe'nix, Eclipse's only real life Bothan Marine Ranger. Oorah!
Master Ranger and proud of it.
That which does not kill me... Will make someone a really nice coat.

JBMat
Fri Sep 10, 2004 4:32 am
#2

Initial post was not a whine, was a mere statement of facts.


The "Survival" tree is a freaking joke. I am not spending umpteen gazillion XP to convert to FS XP to get 4 boxes (I have 4 unused skill points) so I can get harvesting +5.


Camping, foraging - jokes. TN - wow, I can crawl faster, too bad I am a Pistoleer and don't play worm. Trapping - hmmm... will my traps stick on a Krayt or a GDK... doubt it.


Once again we have been shafted without lubrication. Personally I am not taking any of these retarded boxes, even tho I can max these fairly rapidly using combat and weapons xp, which in and of itself is even more ludicrous. Persuasion, a ranged speed box, luck maybe, and a melee defense box. Oh well - I am not grinding anymore, I realized this is a "long term" project.


I agree, harvesting in each box would be nice. Trapping in alternate boxes would be nice if we had the chance to trap big critters and maybe NPCs. Tracking, if we could expand our range, or maybe track for a specific creature. As the boxes stand now - this MR ain't getting any.


Thanks Devs- for all your kind thoughts and listening to us. Wankers.


JB
Nevaryn
Fri Sep 10, 2004 4:59 am
#3

I believe this specific tree is not intended for Scouts or Rangers. The abilities gained are minimal for the effort put into it. However, look at this from another perspective and it may make some sense to you.


Look at from the perspective of someone who's got Master Brawler, Master TKA, Master Fencer, and whatever else. Not a whole lot of SP's left to spend on other skills. In fact, probably not even enough to get the Novice Scout branch. However, FS skills only cost 1SP each at a cost of a large FS exp investment. So a heavy combat profession can get some minor scouting skill for only a few SP's and a lot of time, where they wouldn't have had the option to gain any scouting skills without dropping some combat skills to free up enough SP's.


On the flip-side, the FS trees gives us Rangers the option to gain some extra combat abilities without freeing up the necessary SP's to get Novice Brawler, or Marksman
DesktopSaki
Fri Sep 10, 2004 5:21 am
#4

So--if someone without Novice Scout can get a bit of Scouting skill this way, does that mean someone without Artisan can get Surveying Skills in the Sense bank of skills? If so, I know where I'm putting my first points, and it's not into the Ranger tree. (Being the blindly dedicated Ranger I am, I *will* get the boxes one day, though.)


And on the skill points: I'm a Master Ranger/Master TKA, which leaves me with 18 points. I've got 17 in Medic, so after I get my first FS box, I'm giving that up. So much for a "booster" profession!



Once a Ranger... Always a Ranger.
IGN: Stof - Parsec Armor, Mos Omenos, Tatooine, 23 Jump Street -2929 -6677
Home of the Amazin' Flamin' Bothan Crotch
- /salute Phe'nix, Eclipse's only real life Bothan Marine Ranger. Oorah!
Master Ranger and proud of it.
That which does not kill me... Will make someone a really nice coat.

Nevaryn
Fri Sep 10, 2004 5:45 am
#5

"So--if someone without Novice Scout can get a bit of Scouting skill this way, does that mean someone without Artisan can get Surveying Skills in the Sense bank of skills?"




I believe so DesktopSaki
AgonThalia
Fri Sep 10, 2004 6:03 am
#6

no, you must have novice scout for the mods to work.


The FS bonuses are intended (like others have said) for non rangers. That really burns.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

Jedi_Titus
Fri Sep 10, 2004 6:13 am
#7






Nevaryn wrote:

"So--if someone without Novice Scout can get a bit of Scouting skill this way, does that mean someone without Artisan can get Surveying Skills in the Sense bank of skills?"




I believe so DesktopSaki







If that is the case then why can't someone get medic skills without novice medic? There is no +5 to med use in the FS med tree. It strikes me as poorly thought out if they give the skills of some professions away and not others.



/sarcasm


Devs: Feel free to harvest, no need for for novice scout... that's a waste anyway. Feel free to survey, no need to waste pressious points on artisan.. who would want to craft? that's just silly and non-uber. You want to heal yourself? better get medic, we couldn't possibly give a professions skills away, that might make the medic upset after all they worked for their skills.....



edit: spelling

Message Edited by Jedi_Titus on 09-10-2004 10:14 AM



Egan Vorlock: Master Weaponsmith, Carbineer - Starsider

Elesar Vorlock: Master Ranger, Creature Handler, Pistoleer, Proud Bothan - Starsider
Iseult
Fri Sep 10, 2004 7:05 am
#8

ok people before we panic about people getting harvesting skills w/out novice scout, you have to have novice scout for the mod to work at all. I believe you only get the harvest command at novice scout, so no novice scout, no harvest command, no harvest even if you have the +5 at the top of the survival tree.


It works the same was as bio-engineered clothes. Yep, I can buy a shirt with +15 wound healing, but if I don't have novice medic, I don't have the command to do it.


But yep the stuff in the survival tree is pretty weak, esp. for most of us. But what good is the persuasion tree, really? I mean if a stormie tries to search me I either run or blast him. Besides, I have a lot of fun creatively sneaking in and out of stormie controlled npc cities.


Iseult
Master Ranger / Mediocre Rifleperson
Bloodfin



_____________________________________________________________

Iseult
Elder Ranger / Respec Moisture Farmer
Bloodfin


Iseult's Adventure Shop - winner, galactic homeshow 1.25.2007
Vorpaks
Fri Sep 10, 2004 7:21 am
#9

Well thats good to know. The first time this was on test center I found I could use camps when I had the mod, but not build them or harvest. I also noted that I could survey and sample without having novice artisan if I had the survey FS skills. I'm glad they changed that - didn't really seem fair.

I have a feeling that none of the FS skills are really worth it. They are just a nice to have on the journey to unlock. Jabbas themepark is worth doing, even though it doesn't give you skills. The village is kind of the same way except that it takes so long you do actually get a few skills as a bonus, and as proof that you are getting better in response to "training" to be a Jedi. Its not just the survival skills that don't seem worth it. Even the defense and accuracy aren't a big whoop.

I'll be interested to see if Seriyu's idea of a linear system is implemented in the CB, if these mods start to have more meaning.

Message Edited by Vorpaks on 09-10-2004 10:34 AM



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

BlakkStar
Fri Sep 10, 2004 8:14 am
#10






Vorpaks wrote:

I have a feeling that none of the FS skills are really worth it. They are just a nice to have on the journey to unlock. Jabbas themepark is worth doing, even though it doesn't give you skills. The village is kind of the same way except that it takes so long you do actually get a few skills as a bonus, and as proof that you are getting better in response to "training" to be a Jedi. Its not just the survival skills that don't seem worth it. Even the defense and accuracy aren't a big whoop.

I thought I was the only one thinking that. As a TKM/Ranger most of those mods mean nothing to me. Bonuses to Medic skills are about all I could use and a few more defense points. But as it stands the accuracy mods, any ranged stuff (besides defense), any scout stuff, and any artisan stuff all mean **edit**e to me. And Im not sure but don't the luck and/or persuasion mods have to do with the Underworld tree of smuggler? At any rate I can definitely see the accuracy and speed stuff benefitting the slower more powerful professions.

Message Edited by Vorpaks on 09-10-2004 10:34 AM





Message Edited by BlakkStar on 09-10-2004 09:18 AM



Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
Iseult
Fri Sep 10, 2004 8:36 am
#11






Vorpaks wrote:
Well thats good to know. The first time this was on test center I found I could use camps when I had the mod, but not build them or harvest. I also noted that I could survey and sample without having novice artisan if I had the survey FS skills. I'm glad they changed that - didn't really seem fair.

Message Edited by Vorpaks on 09-10-2004 10:34 AM




Oh, I'm not sure about camps or the surveying stuff -- I know that medic doesn't work and I've read that harvest doesn't work as well w/out the skills. I don't really begrudge anyone the ability to use a basic camp, but I do hope they've disabled the surveying stuff as well -- that would be really unfair.


Iseult
Master Ranger / Mediocre Rifleperson
Bloodfin





_____________________________________________________________

Iseult
Elder Ranger / Respec Moisture Farmer
Bloodfin


Iseult's Adventure Shop - winner, galactic homeshow 1.25.2007
Serraphin
Fri Sep 10, 2004 8:58 am
#12






Vorpaks wrote:
Well thats good to know. The first time this was on test center I found I could use camps when I had the mod, but not build them or harvest. I also noted that I could survey and sample without having novice artisan if I had the survey FS skills. I'm glad they changed that - didn't really seem fair.

I have a feeling that none of the FS skills are really worth it. They are just a nice to have on the journey to unlock. Jabbas themepark is worth doing, even though it doesn't give you skills. The village is kind of the same way except that it takes so long you do actually get a few skills as a bonus, and as proof that you are getting better in response to "training" to be a Jedi. Its not just the survival skills that don't seem worth it. Even the defense and accuracy aren't a big whoop.

I'll be interested to see if Seriyu's idea of a linear system is implemented in the CB, if these mods start to have more meaning.

Message Edited by Vorpaks on 09-10-2004 10:34 AM



Unfortunately PAKS that is not the case. The FS Ranged Speed and Accuracy mods allow someone to nearly speed cap Headshot3 at 4004 Rifleman. No need to master rifles anymore to be dangerous and if you want the Tenloss that will be merely 4024. If you want Flushing Shot2 as an alternative for giving up Advanced Strafe2 then you need only get 4034. The melee accuracy and Speed MODS allow a Master Swordsman to go fromElite PVE hunter to Uber PVE hunter. Or you can simply become a 0404 Swordsman to nearly Speed and be just as effective as a Master Swordman becuase buffs/armor eliminate the need for most defenses in PVE. The Crafting bonuses and Med bonuses simply make Doctors and Cobat medics more advantageous than before. So the FS trees will either allow combat stackers to further out hunt a ranger in raw power, or create hybrids of rifle/swords/doctor/cms template not yet seen. In anycase there are beneficial FS abilities geared for many professions just not Ranger.
Phenix1050
Fri Sep 10, 2004 10:49 am
#13






Serraphin wrote:



Unfortunately PAKS that is not the case. The FS Ranged Speed and Accuracy mods allow someone to nearly speed cap Headshot3 at 4004 Rifleman. No need to master rifles anymore to be dangerous and if you want the Tenloss that will be merely 4024. If you want Flushing Shot2 as an alternative for giving up Advanced Strafe2 then you need only get 4034. The melee accuracy and Speed MODS allow a Master Swordsman to go fromElite PVE hunter to Uber PVE hunter. Or you can simply become a 0404 Swordsman to nearly Speed and be just as effective as a Master Swordman becuase buffs/armor eliminate the need for most defenses in PVE. The Crafting bonuses and Med bonuses simply make Doctors and Cobat medics more advantageous than before. So the FS trees will either allow combat stackers to further out hunt a ranger in raw power, or create hybrids of rifle/swords/doctor/cms template not yet seen. In anycase there are beneficial FS abilities geared for many professions just not Ranger.




Geez, your right!!! Sounds like we need there be some kind of revamp that changes how combat works....





PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
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