Ranger Archive

Thread: Traps (at least the Ranger ones) will damage all opponents!

AragornSoS
Mon Oct 03, 2005 10:34 am
#1

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:

  1. What are the actual Ranger pre-reqs at this time?
  2. 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...
  3. 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?
  4. If we are in fact moving from an elite to a hybrid class, what combat specials can we expect to see?
  5. 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.
  6. If the answer to #4 is "Traps are your specials"... why are they limited to humanoid only and "wilderness" only?
  7. 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)
  8. 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.

  9. 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.






Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
BioEngine
Mon Oct 03, 2005 10:45 am
#2

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?





Account active 'till November 10th, contact me on forum name:
Stamina
AgonThalia
Mon Oct 03, 2005 11:02 am
#3

Very cool!

thats some really good news.



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

Balrozgul
Mon Oct 03, 2005 11:32 am
#4

Id say that it is the rangers job to lay out the field to his advantage ahead of time. We look to be a class wherein if you catch a ranger off guard then you might have a better chance than if a ranger catches you on his terms.



Bal Rozguul
(Proconsul of Sentinels of Banir)
Master Ranger ::: Master Pistoleer
"The ability to speak does not make you intelligent." : Qui-Gon Jinn
Vorpaks
Mon Oct 03, 2005 11:39 am
#5

YAY!!!



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

Maxanto
Mon Oct 03, 2005 11:52 am
#6

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.





Atiro - Atreyu
Two Sides of the Same Coin
EbeLightcloud
Mon Oct 03, 2005 11:55 am
#7

Very, Very, Kewl I'm almost back to the old me, I can hardly stand the wait lol



Master Ranger...er...Spy
Master Riflewoman...er...Spy
Makkaio
Mon Oct 03, 2005 1:41 pm
#8

Good work, Aragorn! Nice list of questions, too! Thanks for reporting this back.



Makkaio

"Remember, it's not the game that sucks...it's you."
WildBil2Me
Mon Oct 03, 2005 2:39 pm
#9



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.)



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
AragornSoS
Mon Oct 03, 2005 3:00 pm
#10

I believe they had previously said that the Ranger traps were "humanoid only", and did call out that that included NPCs AND Players (assuming you'd need to be spec forces to use and get hit in that scenario... or a BH with a jedi mark). I'd take Tiggs' response to mean that the limitation to "humanoid only" (meaning NPC + Players) was now broadened out and ANY targets you could attack (NPC, Player, Player pet and creature) would all be attackable and able to take damage / states / whatever from the new Ranger traps.


I'd also agree that it likely means that you can't lay a bunch of mines then go SF and detonate them - that would to me seem to be far too open to exploit.


Scene:A dashing Imperial Sector Ranger, after watching the 3rd or 4th gank squad load killing at Theed, runs over to the Imp recruiter, and goes SF. Wandering off to a quiet corner, and always mindful of thetimer to go SF,our bold hero quickly enables his H.E.P. and then stealthily approaches the large mob of Rebel jeebays sqwaking outside the Theed starport like a flock of disturbed rasps, with their cries of "pwnJoo! pwnJoo!" and "ROFLmehWaffle!". Using all the care in the world, our hero places a number of remote detonated mines all around the group, then slowly backs away towards the med center...


"You are now Special Forces and can be attacked by other Special Forces..."


As the song goes at that point... click click BOOM!



Yeah, I don't see that being tolerated or even being a tactic I'd like to see folks able to use. I actually hope that they DON'T allow you to place these things when Combatant then make them damage SF folks AFTER you convert to SF. 'Cause I can bet we'd see stuff like that above, and this would be nerfed all to you-know-where and back in 2 shakes of a Shaupaut's tail. (oooh, shouldn't have said that, might get Owen too worked up, eh).





Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
Calculus_Entropy
Mon Oct 03, 2005 3:05 pm
#11

While it IS subject to change, Tiggs's wording is pretty definite (she didn't leave much room for multiple interpretations). If you can shoot it, you can trap it.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Almagill
Mon Oct 03, 2005 3:12 pm
#12

Groovy )

Killemall!!!



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AragornSoS
Mon Oct 03, 2005 3:15 pm
#13

I'm already working on a plan for KreetleFest 2005. Score and set pieces to include the 1812 Overture, Bodies (by Drowning Pool), Duel of the Fates, and any other really cool music to go with lots and lots of images of explosions and kreetles zooming overhead.


Wow,... I might have to figure out how to use FRAPS for that! That would be sooooo cool....



Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
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