Ranger Archive

Thread: Latest patch?

KundoJet
Wed Apr 27, 2005 1:53 pm
#1

I know the latest patch introduced real and significant changes to the level-based PVE combat system, making it much more feasible to engage in mid- and high-level combat solo or in small groups, not because of some "god-mode" but rather using smart and careful tactics. This bodes extremely well for Rangers! I was wondering whether the Ranger testers had identified any other changes/fixes that should give us hope... any update?



Celebriel Inle
Black Rabbit
KaiRaene
Wed Apr 27, 2005 2:56 pm
#2

I just hope that xp will be on a scale similar to that of your combat level.

Level 80-5000 xp
Level 40-2500 xp
Level 20-1250 xp

I just wonder if that would be considered too much? Granted those numbers are just examples but as a FS grinder I dont want to think that my killing cowardly gurrecks will only yield 1 xp per one killed just cause they have good hide. I want to get at least something. Not max xp or even a quarter of it. But 1 xp is lame. It makes killing anything under you not worth it at all.

I guess its just their way of nerfing the FS grinders. I know I should have stayed commando for a month and got all I needed. Oh well...



New home of SWG Rangers!

"Ranger isnt a profession. Its a lifestyle for sure. But upon the desert plains of Tattooine that wandering hermit you see was once a proud Ranger. It may not be a profession anymore but the lifestyle can never be lost, changed or deleted. "




DaveG
Wed Apr 27, 2005 3:27 pm
#3






KundoJet wrote:

I know the latest patch introduced real and significant changes to the level-based PVE combat system, making it much (1) more feasible to engage in mid- and high-level combat solo or in small groups, not because of some "god-mode" but rather (2) using smart and careful tactics. This bodes extremely well for Rangers! I was wondering whether the Ranger testers had identified any other changes/fixes that should give us hope... any update?






  1. The combat revamp was intended to reduce solo viability.

  2. From my beta testing experience, I don't think this is the case. The system has over-all been mildly dumbed-down, and combat in general is slow and unengaging. There seems to be little scope or opportunity to do anything "smart" (this is mainly beceause SWG is being turned into a console game, check the press releases).



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
WornTraveler
Wed Apr 27, 2005 3:28 pm
#4






KaiRaene wrote:
I just hope that xp will be on a scale similar to that of your combat level.

Level 80-5000 xp
Level 40-2500 xp
Level 20-1250 xp

I just wonder if that would be considered too much? Granted those numbers are just examples but as a FS grinder I dont want to think that my killing cowardly gurrecks will only yield 1 xp per one killed just cause they have good hide. I want to get at least something. Not max xp or even a quarter of it. But 1 xp is lame. It makes killing anything under you not worth it at all.

I guess its just their way of nerfing the FS grinders. I know I should have stayed commando for a month and got all I needed. Oh well...








LOL, despite popular opinion, I am pretty sure that the Devs are NOT out to nerf anyone. Sure, they may behave in an extremely stupid manner on some issues, but I dont think they ever intentionally nerf anyone.



It's like umping a baseball game- whatever call you make, someone aint gonna be happy. That's life.



Now, on advancing the CUlive date... THAT is a whole new issue




Gledako Fo'Kray- Retired Master Ranger
Encoded until further notice!
Proud Captain of the YT1300 Vasarian Escape- Confirmed Stats from Last Battle- at least 3 kills, 5 disables, 2 spacebombs to the rear shielding and 4 snubs to take us down. Go crew!
Current one-on-one win-loss ratio for the Escape and her Crew- 11:1

Gledako -- Mercenary Dog of Spice --
Mac_Leod
Wed Apr 27, 2005 5:34 pm
#5



DaveG wrote:


KundoJet wrote:
I know the latest patch introduced real and significant changes to the level-based PVE combat system, making it much (1) more feasible to engage in mid- and high-level combat solo or in small groups, not because of some "god-mode" but rather (2) using smart and careful tactics. This bodes extremely well for Rangers! I was wondering whether the Ranger testers had identified any other changes/fixes that should give us hope... any update?


  1. The combat revamp was intended to reduce solo viability.
  2. From my beta testing experience, I don't think this is the case. The system has over-all been mildly dumbed-down, and combat in general is slow and unengaging. There seems to be little scope or opportunity to do anything "smart" (this is mainly beceause SWG is being turned into a console game, check the press releases).





I believe the patch he is referring to is the latest patch on Test Center, not the CU which is being patched to live. Here's the link.



MacLeod Hunting & Freelance Cargo Delivery

Connor' MacLeod, Proprieter
Loyal soldier of RATGWNIWNU
WildBil2Me
Wed Apr 27, 2005 6:57 pm
#6






DaveG wrote:





KundoJet wrote:

I know the latest patch introduced real and significant changes to the level-based PVE combat system, making it much (1) more feasible to engage in mid- and high-level combat solo or in small groups, not because of some "god-mode" but rather (2) using smart and careful tactics. This bodes extremely well for Rangers! I was wondering whether the Ranger testers had identified any other changes/fixes that should give us hope... any update?


Last night I spotted traps giving a series of state effects. This is VERY promising. Right now I think we need to work towards finding some states and effects that we would like to see traps do.


I've noticed that Glow Wire and Glow Juice provide no damage bonuses when doing combat I think, as time progresses, we might be able to show the Dev team a need for having these traps take on this functionality. If we were to see them grant Deffensive Debuffs they might prove much more helpful to group combat.


In all, there isn't alot specifically geared towards Ranger. I think that if we keep our eyes open though we might be able to see some things that could modify and make suggestions with.






  • The combat revamp was intended to reduce solo viability.

This isn't really accurate. I'm not sure if you're stating that as fact or not. The CU was intended to prevent soloing of high end or "endgame" content. If you mean it was intended to reduce solo viability when dealing with Krayt's, Nightsisters, the Corvette etc. then you'd be right.


Solo hunting and fighting is still very viable, though some mixed combat / support templates will be less viable in that regard, combat is designed to be "balanced" when fighting at your level.


To this end I think the CU is making leaps. Thought there is a lot that requires fixing, the basic goal is getting closer and closer with each patch.



  • From my beta testing experience, I don't think this is the case. The system has over-all been mildly dumbed-down, and combat in general is slow and unengaging. There seems to be little scope or opportunity to do anything "smart" (this is mainly beceause SWG is being turned into a console game, check the press releases).

I'm having mixed feelings on this. There are times when I'd agree with you 100% and then I'll get into a fight with a CL 80creature and find myself thuroughly engaged.


Fighting a full mob is difficult. In fact, suceeding in an encounter with a White Con mob is impossible. Of course that makes sense, however, because fighting 2 or more creatures or NPCs who are as "skilled" as you should be a nearly impossible task.


As a Master Ranger / Master Rifleman I'm at a bit of a disadvantage when compared to other CL 80s with pure combat builds. A Commando / Carbineer / Rifleman will have more combat options than I will and thus combat will be a bit faster. When I use my working traps though, namely P-dart (lol), combat gets a bit more engaging. When I've played the strong combat builds (like the one with 3 professions I list above) combat is very engaging because my options are diverse.











Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
KundoJet
Wed Apr 27, 2005 10:21 pm
#7

Thanks for the feedback so far. Any update on /conceal (call it /camo, or something, geez!). I'd love to know if it's going to stack with rifles' /cover (recognizing that non-rifle Rangers have a leigitmate beef with that ability).



Celebriel Inle
Black Rabbit
DaveG
Thu Apr 28, 2005 1:24 am
#8






WildBil2Me wrote:


I'm having mixed feelings on this. There are times when I'd agree with you 100% and then I'll get into a fight with a CL 80creature and find myself thuroughly engaged.


Fighting a full mob is difficult. In fact, suceeding in an encounter with a White Con mob is impossible. Of course that makes sense, however, because fighting 2 or more creatures or NPCs who are as "skilled" as you should be a nearly impossible task.


As a Master Ranger / Master Rifleman I'm at a bit of a disadvantage when compared to other CL 80s with pure combat builds. A Commando / Carbineer / Rifleman will have more combat options than I will and thus combat will be a bit faster. When I use my working traps though, namely P-dart (lol), combat gets a bit more engaging. When I've played the strong combat builds (like the one with 3 professions I list above) combat is very engaging because my options are diverse.






Yep this is why solo viability is decreased. Especially as a MR/MRM, you're effectively a sniper, you should be able to at least pull individual members of a mob, without pulling the whole lot of them. Correct me if I'm wrong, but this isn't possible anymore, ergo solo viability is down. (This is the sort of context I was originally speaking in, I also believe that things like Krayts shouldn't be solo'able).




Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
KundoJet
Thu Apr 28, 2005 8:22 am
#9






DaveG wrote:





WildBil2Me wrote:


I'm having mixed feelings on this. There are times when I'd agree with you 100% and then I'll get into a fight with a CL 80creature and find myself thuroughly engaged.


Fighting a full mob is difficult. In fact, suceeding in an encounter with a White Con mob is impossible. Of course that makes sense, however, because fighting 2 or more creatures or NPCs who are as "skilled" as you should be a nearly impossible task.


As a Master Ranger / Master Rifleman I'm at a bit of a disadvantage when compared to other CL 80s with pure combat builds. A Commando / Carbineer / Rifleman will have more combat options than I will and thus combat will be a bit faster. When I use my working traps though, namely P-dart (lol), combat gets a bit more engaging. When I've played the strong combat builds (like the one with 3 professions I list above) combat is very engaging because my options are diverse.






Yep this is why solo viability is decreased. Especially as a MR/MRM, you're effectively a sniper, you should be able to at least pull individual members of a mob, without pulling the whole lot of them. Correct me if I'm wrong, but this isn't possible anymore, ergo solo viability is down. (This is the sort of context I was originally speaking in, I also believe that things like Krayts shouldn't be solo'able).






/agree that this is necessary. It'sa fine line to walk, however, in creating the AI so that it's not easy to seperate social animals (including humanoids) from their "pack", otherwise it would take away some of the challenge and "realism" (I put that in quotes because as has been pointed out to me on this forum recently, there's precious little about SWG that bears any resemblance to reality, to which I can only respond that it does a better job of it than other MMORPGs I've seen...). But there certainly should be a way to effectively cut out a target (the way a hunting pack does), isolate it and kill it if you've got the skills... skills that seem perfectly suited to the Ranger profession.



Celebriel Inle
Black Rabbit
WildBil2Me
Thu Apr 28, 2005 9:12 am
#10

I've yet to test tradtionally "social" mobs, but there are still methods of pulling single targets. I've used this no NPCs as well as many aggro creatures throughout the galaxy.


I'll grant that this is more time consuming than the old "bleed ... peace ... back off" but it's still there.


When you come across a mob you have to watch its pathing. Each critter / npc moves around a bit. The trick is to watch for a creature to isolate itself and then launch a single shot. Back off a bit and then wait for it to seperate itself a bit more from the mob.


From there you can snare it, to prevent it getting too close if you're ranged, and nuke the heck out of it.


Ideally, MRanger will get some more traps to aid in the snaring and even pulling of creatures. Right now P-Dart is the most effective trap we have for this ...


I agree completely traditional aspects of solo-viability are gone. It still is possible to solo at your level though. You just can't expect to take on an entire mob at once which I think is appropriate.





Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
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