Scout Archive
Thread: Do Terrain Negotiation Tapes Work?
JBMat wrote:
Hmmm....
I think TN is "active" as in you have it or you don't.
If not, then conceivably, I can get a load of skill tapes and get all sorts of neat abilities I currently can't do. Like armor assembly, I have a skill tape for that, and healing range, and some two handed melee stuff, and cover. I will see if cover works, as I don't have the skill in rifleman to do it.
Now you got me thinking...gahhhh....it hurts, it hurts...oh wait, my hat's too tight, as you were.
BTW, I have melee defense, dunno from where, but I do.
JB
Pass me what ever your smoking, it must be good *edit*!
I think your really confused over the definition of Passive and Active Abilities/functions
Terrian negoation is passive, it doesn't require you to turn on an ability to work now does it? look at the scout tree, or the CM tree's (cm gets TR bonus's) it doesn't have any Abilities that have anything to do with running speed does it? ... didn't think so
Attachments are only Skill mods to an Active "Ability" like meduse, for /healdamage which you get from novice medic, or a Passive Function, like Terrian Negoation (run/crawl speed)or Melee Defence (basic evasion), they in no way shape or form grant you new abilities because you have skill mods for a ability!
a few of your ramblings...
+Armor assembly, sure if you've got an armor crafting tool and it actually gives you anything to craft, it will work for you. (which it wont without artisan)
+Healing range, is a cm mod, which actually in the form of an attachment doesn't even work if you have cm.
+2 handed melee "stuff", Sure, if your holding a 2handed sword yet not certed for it, it will still have an effect... but next to useless tbh as you will be doing miminal damage
JBMat wrote:
Ok, how is stim use "active"?? I pick up a stim and use it. I either can or can't. According to what I been reading, if I had a +5 med use tape on, I should be able to. D'oh, tried it and can't.
At the same time, you say the + tapes for melee are passive. I have zero melee, other than defense. So if I get enough skill tapes, I should be able to use a pike as well as a novice pikeman, certified or not, as I am sure I can find the skill tapes for it.
My original premise was - If you don't have the underlying skill then the skill tapes won't mean squat. You can't modify abilities you don't possess.
Ihave a "cover" skill tape and no, I can't take cover. I will bet that the lad with the TN skill tape doesn't go any faster up hills than any other non-scout, regardless of the skill tape he is using.
JB
you serious? i swear i'm goona lose a few iq points trying to argue with you, but you are so wrong i dont know where to start!
right... put simple as i can...
Active means, it requires some input from the user to work, ie Using Warcry on a player/creature
Passive it means it works without any neccessary input (within reason), ie Unarmed Toughness
Stims packs, primarily require you to have the "/healdamage" ability which you get at novice medic, you cant do jack without this specific"ability", the "med use" (med use attachments are actually broken even if you have novice medic)is the secondary requirementonly controls how good as stim pack you can use, and so is useless and pointless unless you have the "/healdamage" ability for it to use it.
Certifactions work in a very simular fashion to abilities, they are a primary requirement for anything related to it for it to even work. and no you cant get an attachment for that...
bah i give up, honestly how you've played for more than a year and still dont understand basic concepts of the game mechanics is beyond me... sorry if it sounds harsh, but i've had no coffee yet this morning
Message Edited by BrerLapin on 12-13-2004 05:50 AM