Ranger Archive
Thread: How useful are camps at higher levels in groups?
Curently they are Very nice Eye candy =D ok Not what ya wabted to hear i bet....let me explain...
Right now camps are just used to allow the healing of woulnds and the "small" bonus to regeneration(speaking realative to the rate of medic healing)...so Above the First scout camp, the one you get at novice, there is little need to use the ranger camps. On top of that, the ranger campsStart requiring Resource matierials that are surveyed and what'not, wich isrealy cool.The only ones that are Different are the last Camps with the crafting stations in them, But i can't realy imagine a use for em....but there might be somone who can =D
In beta Alot of rangers were getting asked to not use the Big camps to let the little guys get a shot at thiers too, which also may or maynot be a factor =D
[quote]The only ones that are Different are the last Camps with the crafting stations in them, But i can't realy imagine a use for em....but there might be somone who can =D[/quote]
I've seen several people say this, and I don't understand it. To me, there are a few obvious uses for camp-based crafting stations:
- A food and chemical station can be used by your medic to create (and experiment on) more medicines to replenish what he's used. Chefs could whip up some hearty (buffing) meals, too.
- A weapon/general crafting station would allow any engineer the opportunity to craft and experiment on weapon powerups to replace those that have expired through use.
It's much more efficient for a crafter's pack space to travel with stacks of raw materials than it is to try to make everything he thinks might be necessary in advance.
This isn't true. I took entertainer, just for the first tier of musician. I can play my instrument in a house or camp, and heal my or anyone's battle fatigue and mind stats. An entertainer combo--with perhaps healing or marksman--could travel with a group, and be more efficient than I am.
NiteBird wrote:
This isn't true. I took entertainer, just for the first tier of musician. I can play my instrument in a house or camp, and heal my or anyone's battle fatigue and mind stats. An entertainer combo--with perhaps healing or marksman--could travel with a group, and be more efficient than I am.
I have never had this work yet in a camp. No one I have talked to has been able to get BF to go down in a camp, either from dancers or musicians. Please explain how you are getting this to work, because you seem to be unique. I'm specifically talking about campsites.
Entertainers can heal their own BF in camps, but not that of anyone else. They do heal mind wounds, by playing/dancing however.
All types of wounds and BF can be healed in player houses.
It might be worth mentioning that the Ranger Camps are useful but, not solo. One plan my group currently has is to help establish a small player city. In this case, the crafting station become vital for the architects to start fabricating additional buildings without having to backtrack all the way to a populated city in order to make buildings. So with 2 - Architects and 2 - 3 surveyors pulling up resources and 1 Master Ranger, a city could be put together within a matter of days. Same could be said when the faction groups finally get organised enough to want to build thier own new bases, instead of relying on game genereated places.
However, if you solo play and intend on using a ranger camp, I would think that your going to be disappointed with resource cost / benefits of the camps.
The concept of using a high level camp to go out and build a city somewhere is fruitless because most architects who are ready to build a city walk around with the deeds in their pockets.... they just fly to a spot... walk up... pop the deeds out of their packs, and insta-presto...
The real benefit of crafting stations in high level camps is so you can grind high level craftable while you are trying to earn camping xp....