Ranger Archive
Thread: Another possible issue with armor
Is this how it all really works? (I've not tried TC yet as it has only just finished downloading to my PC, so I'll be trying after I've slept). If so, it doesn't make sense. It makes all the combat professions a blured mess, and actually it means all the combat professions are less unique than they are (in live).
Nemo0 wrote:
My guess:
...You are no longer forced to use skills from a single profession when you pick up a weapon from that profession. You can use rifleman weapons with carbineer specials, bounty hunter specials with commando weapons, Ranger armor with Rifleman weapons, etc.
This kinda makes sense. Yes you can wear armor, but it takes time and practice to get your full movement/mobilty/whatever back. At a guess anyway, we don't have armour yet
Helios_SOE posted this on the commando boards:
garvin wrote:
Commandos are suppose to be able to use just about all ranged specials we gain. I say "just about" because some specials may be restricted to being "weapon specific" or not allowed on weapons that will over power them. But as a ranged class, yes, Commandos will have access to specials via any ranged or melee profession that we take up to use on our melee or ranged weapons.
The basic concensus is that our Heavy weapons will take any ranged special and "super-charge" their damage potential as well as the FT, at the very least (maybe more weapons), will add a DoT as well as have an AOE (Area of Effect).
In reality, it's one of those things we are going to have to "wait and see" until they unlock the ability to be a Commando on TC.
Today...
To me, I think this is a great idea. It moves us from a profession based system to a more skill based system. You pick up skill boxes because you want the skill. Dabbling works. There are still advantages to specializing but you are given a lot more freedom in your template. Currently, combat stacking involves picking up skill trees that all deal with the same weapon (or for defenses). So you would take the bounty carbine line plus the carbineer profession or something similar. In the new system, you'd choose skills to suit the way you want to play. If I'm shooting at a critter with my pistol, why would I need to pull out a rifle to shoot it in the head? As long as I know how to aim for the head,I should be able to manage. The professions themselves might be less unique (I'd argue they are more unique for many other reasons) but the possible useful character skill sets is greatly increased.
To me, I think this is a great idea. It moves us from a profession based system to a more skill based system. You pick up skill boxes because you want the skill. Dabbling works. There are still advantages to specializing but you are given a lot more freedom in your template. Currently, combat stacking involves picking up skill trees that all deal with the same weapon (or for defenses). So you would take the bounty carbine line plus the carbineer profession or something similar. In the new system, you'd choose skills to suit the way you want to play. If I'm shooting at a critter with my pistol, why would I need to pull out a rifle to shoot it in the head? As long as I know how to aim for the head, I should be able to manage. The professions themselves might be less unique (I'd argue they are more unique for many other reasons) but the possible useful character skill sets is greatly increased.
Nemo0 wrote:
Helios_SOE posted this on the commando boards:... Yes. Any ranged special that you own can be used with any ranged weapon you are certed for. Same goes for melee weapons. That being said, we're going to focus a lot on balance tweaks during testing to make sure nothing scary happens with this. We've also talked about applying some move restrictions based on weapon type as you mentioned, but that has not been implemented... today.
I agree, as well.. It makes sense that the abilities you learn could carry over to another weapon type. Actually, this makes a good argument for giving special attacks in the ranger/scout trees. Ranged or melee type special attacks that carry over to ranged or melee weapons. Of course, it's something that wouldn't happen until a revamp, but the possibility and options are there.
(Although it sounds similar, this has nothing to do with my "ranger weapon" post)