Ranger Archive
Thread: Traps (at least the Ranger ones) will damage all opponents!
This just in from the official discussion thread, per Tiggs... good news on traps at least, looks like our traps will work on everything. I wonder if they are making the same for Scout, or if it will be Ranger only traps that work on everything...
Oh yeah, this is TWO posts now that I've gotten a Tiggs reply to. First was a reply to the discussion and speculation caused by my asking "so does the Master Ranger harvest bonus apply to me too as a Master Ranger?" a while back. ![]()
(Also posted this at the end of the FAQ for Owen to incorporate there, but figure this is big enough news to call out to everyone)
AragornSoS wrote:
Now that we've had a few days to stew and debate on several things, here's some stuff I think we all need to see answers to at this point:
- What are the actual Ranger pre-reqs at this time?
- What kind of experience will be used to level Ranger? If Carbines, why not model Ranger after BH or SL, where the pre-req could be 1 line of Scout (Trapping IV or Hunting IV) and Ranged Support IV from Marksman, but the actual Ranger boxes require Carbines XP. The precedent is in the game already, without needing to artifically gimp the class by limiting any possible diversity in template...
- If Explore IV / Carbines IV, why? What justification is there for hampering rangers so severely and forcing a respec scenario for the majority of Rangers in the game, as well as forcing essentially 1 or 2 "FoTM" type templates for Ranger as the only viable Ranger templates?
- If we are in fact moving from an elite to a hybrid class, what combat specials can we expect to see?
- If we aren't getting any combat specials... why? Every other hybrid gains useful specials in combat - either weapons specials, group buff specials, or "weapon specials" in the case of commandos (where the weapons themselves are considered the "specials")? ESPECIALLY if we're tied to a specific weapon line in marksman for a pre-req, and ESPECIALLY if our traps will not work against creatures nor will they work in or near cities or buildings (harvester fields were mentioned at one point), we should see some skills, mods, whatever in Ranger that somehow relate to needing that specific weapon for a requirement.
- If the answer to #4 is "Traps are your specials"... why are they limited to humanoid only and "wilderness" only?
- Why are traps not able to be used against creatures? This is simply continuing the same broken issue that Ranger struggles with currently (seeing the few weapons / skills we have severly gimped or completely non-functional depending on what we're fighting)
- Why are the only weapon we currently get (traps) limited as to where they can be placed and used? No other combat profession in the game is limited and unable to use thier weapons in a city, why should Rangers be? If it's a matter of reuse of the same code that allows or prevents you from building camps etc too close to another structure, then I'd propose that:
- the restrictions on that be reduced/removed OR
- rangers need to be granted actual specials that work with normal ranged weapons, as there are planets where you can literally go from 1 side of the planet to the other and almost never leave a city (NPC or player), meaning that there are HUGE areas in game where our only weapons and skills will be absolutely useless.
- Will there be a respec granted for all Rangers if the reqs remain Explore IV/Carbine IV (I'm actually not a fan of respecs at all, but think it would be MASSIVELY unfair to change the profession so much and NOT allow melee or doc Rangers to respec to a more beneficial template)?
Thanks for answering (hoping one of you does - Helios...?)
#1-5,8 and 9 Still being developed
6 & 7After player feedback and playtesting, we found that having traps only work on humanoids was too limiting and so now traps damage anything you could normally attack.
Yeah, I saw that as well. Good news, imo.
However, that is going to be hard to implement. Example.
Someone places mines and bombs around them. Will they be visible? Because if not, they can challenge someone to a duel, right when they accept BOOM!
There might be restrictions on when you can place these devices, like if I was combatant and laid some down, then went Spec Ops, would they work against players right after I was overt?
seeing how they specifically stated in the beginning that if its an attackable target (IE a yellow or red con) that you can use a trap on it, I knew it meant animals too. When they said it was npc and pc only I was amazed... yea I am glad I was right...er wasn't right but now am right again...
geezis these devs change their mind often... and yea I know... its still in dev.
BioEngine wrote:Yeah, I saw that as well. Good news, imo.
However, that is going to be hard to implement. Example.
Someone places mines and bombs around them. Will they be visible? Because if not, they can challenge someone to a duel, right when they accept BOOM!
There might be restrictions on when you can place these devices, like if I was combatant and laid some down, then went Spec Ops, would they work against players right after I was overt?
I can't remember - it's been a while since I walked through a GCW minefield ... if you're IMP walking into a Reb minefield, do you get a warning?
I'd be curious to see how traps were meant to interact with / around mines as we knew them previously.
It's my suspicion that there will be limitations on placing them, probably similar to the limitations surrounding riflemen when they use their cover.
Just as a quick note: while I realize Tiggs says "anything you could normally attack" Aragorns questions specifically seem to concern NPCs and Creatures so I'm not sure that we should automatically lump PCs in there yet. Many a time I've seen them say - yeah we meant everything ... except (insert thing you were hoping for.)