Ranger Archive

Thread: Ranger/Rifle (4sp left) vs Rifle/Dancer (38sp Left) vs Rifle/Doc Defenses

Serraphin
Fri Aug 26, 2005 9:02 am
#1





How can thsi be reconciled by the Dev team or Community reps or anyone for a combat support class. Each example includes Master of their respective professions


Ranger/Rifleman Melee Def +45 Ranged Def +110 (4sp left)


Rifle/Dancer Melee Def +42 Ranged Def +107 (38sp left)


Rifle/Doctor Melee Def +85 Ranged Def +150


Message Edited by Serraphin on 08-26-2005 09:03 AM


Message Edited by Serraphin on 08-26-2005 09:03 AM


Message Edited by Serraphin on 08-26-2005 12:43 PM


Message Edited by Serraphin on 08-26-2005 12:43 PM

Message Edited by Serraphin on 08-26-2005 12:44 PM

Deadtech
Fri Aug 26, 2005 9:08 am
#2

now thats a damn shame that a rifleman dancer is almost as good as we are.



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Ragao
Fri Aug 26, 2005 10:19 am
#3

and at the end of the day they can boogie-down. all we have is /dance
Maxanto
Fri Aug 26, 2005 10:30 am
#4

I did a skillpoint comparission as well... I am tired of our profession being completely ignored. I have been quiet far too long. (THose of you who know me know that is a very out of character behaviour for me)


Devs its our time to get love!





Atiro - Atreyu
Two Sides of the Same Coin
Carason
Fri Aug 26, 2005 2:32 pm
#5


How about this one?


Master Ranger/Master Creature Handler: 10 melee defense, 10 ranged defense, 0 speed, 0 accuracy (47 skill points left)


2000Marksman (noob): 10 melee defense, 10 ranged defense, 15 speed, 30 accuracy (230 skill points left)








Carason - *FORMER 12pt Master AS (RIS Certified) / *FORMER 12pt Master WS
Jai' - Master Ranger/Elder Jedi, Kyan' - Master BH/Master Rifleman
Sher Kar ==Hall of Shame== List
Goldear
Fri Aug 26, 2005 2:49 pm
#6


I knew it was like this, I was just too scared to go look and confirm.


A rifleman Dancer has the same defense as a ranger/rifleman..rofl.


DEV's...go hide your faces in shame!!!!




Regards,
Webber
Master Ranger
Dune Sea Rangers Inc.
Tatooine
BioEngine
Sat Aug 27, 2005 11:29 am
#7

I'd like to know how you guys can think this is surprising information.



+10 to melee and ranged defense at master is something almost every profession had pre-CU. We were lucky to keep that.





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Stamina
SeanBlader
Sun Aug 28, 2005 11:52 am
#8

It's not surprising, it's insulting to the profession, it's embarrasing to the developers, and it's a shame to the producers.




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Kiryoku
Mon Aug 29, 2005 5:13 am
#9


alright, here's one for you... ranger and squad leader, two of the least played professions in the game... Newbie McNumber-Cruncher is trying to decide between which one of these he wants to play because really likes the scout skills...


he's a glutton for punishment,has a pension for beer and pie and may go smuggler at some point, so he chooses pistols as his weapon of choice for this test...


mastering pistoleer (106 SP), his character sheet now reads:



  • Accuracy:(105 + 40) = 145

  • Speed: (25 + 45) = 70

  • Melee Defense: (80 + 50) = 130

  • Ranged Defense: (85 + 50) = 135

with master ranger (246 SP):




  • Accuracy:(105 + 40) = 145


  • Speed: (25 + 45) = 70


  • Melee Defense: (90 + 50) = 140


  • Ranged Defense: (95 + 50) = 145


  • Terrain Negotiation: 95


  • Creature Harvesting: 150


  • Trapping: 100


  • Creature To-Hit Bonus: 25


  • Mask Scent: 100



  1. he has an accuracy of +170 against creatures (145 everything else)


  2. he shoots is 2.0 speed pistol every 1.37 seconds


  3. he has 140 melee and 145 ranged defense


  4. he moves as fast as he can uphill, and is quite speedy while prone (woot)


  5. his harvest modifier is 2.5 times the base creature resource amount


  6. he can use scout traps better than most people of his CL


  7. he can move undetected by aggressive creatures


  8. he has access to the HTFB


  9. he can /areatrack

he really likes the scout skills, so when he masters squad leader hedecides to keep master scout (246 SP)... he knows he won't always be in a group, and wants to compare squad leader to ranger WITHOUT the group bonuses:



  • Accuracy:(135 + 40) = 175

  • Speed: (40 + 45) = 85

  • Melee Defense: (135 + 50) = 185

  • Ranged Defense: (140 + 50) = 190

  • Terrain Negotiation: 50

  • Creature Harvesting: 50

  • Trapping: 50

  • Creature To-Hit Bonus: 10

  • Mask Scent: 100


  1. he has an accuracy of +185 against creatures (175 everything else) [15/30 more than ranger]

  2. he shoots is 2.0 speed pistol every 1.30 seconds[0.07 faster than ranger]

  3. he has 185 melee and 190 ranged defense [45/45 more than ranger]

  4. he moves as fast as he can uphill

  5. his harvest modifier is 1.5 times the base creature resource amount [60% of what a ranger harvests]

  6. he can use scout trapswell forhis CL

  7. he can move undetected by aggressive creatures

  8. he has access to the Improved Camp (Quality if someone else crafts)

  9. he has group abilities: Rally, Retreat, Form up, Boost morale, Steady aim, and Volley fire which increase his combat abilities further (damage, accuracy, etc)

  10. he serves a vital role in GCW base takedowns

"wow, not bad" he thinks... he is way more combat capable as a squad leader, than a ranger... the only drawbacks are that he harvests slightly less resources, cannot use the HTFB, and cannot /areatrack... in return, he is given a huge group role through ABILITIES, he can use a less cool but equally useless camp, and he has a purpose in the GCW...


"wait a minute... that's ungrouped!"... grouped he grants everyone in his party (including himself): +30 Melee Def, +30 Ranged Def, and +60 Terrain Negotiation... bringing his totals up to: 215 Melee Def,220 Ranged Def, and 110 (cap at 100) Terrain Negotiation [75, 75, and 15 more than ranger, respectively]


needless to say, he doesn't think much more about it...








if it weren't for /areatrack... i'd say squad leaders just usurped us as the super-scouts (at least for the ranged professions)...


if i were justcomparing combat ability, i would toss BH in the mix, but that's not quite the same as they are just marksman who can run uphill... combat ability has some to do with it, but it's really about the scout abilities... or maybe i'm just sleepy and this really makes no sense...




kago

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Kiryoku
Mon Aug 29, 2005 5:35 am
#10

thinking about it some more... the only reason i went with SL in that example is because they get the group TN bonus... other than that, it has very little to do with scouting...


ugh... /areatrack is it for rangers... it's the only thing that keeps it better at scouting than master scout + anything else...




kago

-------------------------------------------------------
Skunkworks Ship Designs and Body Shop
A 10/15/12/17/10/10/17 point FS Shipwright (ridiculous, no?).
Custom Starship Components
(5708, 467) Valinor, Dantooine
SeanBlader
Mon Aug 29, 2005 10:35 pm
#11

And Rangers can sell camo kits, which are patently useless for non-rangers, and didn't spawn a camo-revamp when the artisans kept complaining about dieing. And of course selling those kits is like our only bread-winning profit item. I made a bunch of Dathomiri kits for my guild crafters, they took a crate each, the rest of them are still there... months later... waiting... for a use... or waiting to be destroyed.




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