Scout Archive
Thread: TOP 5 Scout Issues What are yours?
Delta,
Good list. I'd like the devs to get camping working the way Holocron indicated he intended them to work; as homes away from home. I especially like the idea of increasing the harvest rates, particularly for master scouts and for rangers. Master scout needs more perks; Ranger needs love, and badly.
I REALLY like the idea of scouts having some sort of minefield clearing function; giving us a combat role that makes sense is a natural. Unfortunately, the GCW is all zerg and no think, at this point. PvP in this game could be a real eye opener for some people, the potential is there, but right now it's dominated by an FPS mindset.
Message Edited by SioBabble on 04-07-2004 06:23 PM
DeltaXi65 wrote:Gang,We're about to start our second round of "Top 5" profession issues. I know that some of ours have changed in the past few months since we did the last one, so I'd be interested to hear what you all feel our Top 5 issues are.Off the top of my head, my Top 5 issues are:1.) Camping changes - Need to make camps more useful2.) Terrain Negotation - Allow us to apply our TN mods to Creature Mounts3.) Harvesting - Increase our harvesting rates (and make Ranger rates significantly larger than ours..by 1.5-2x more), and get us harvesting notification (so we know what we've harvested and what we've not harvested)4.) Forage - Do something to make this a useful feature, either grant XP or increase the benefits of harvestable materials5.) GCW additions - This is a new one, but I'm starting to feel strongly that Scouts should be able to sweep minefields in the GCW...gives us something paramilitary to do.What do you guys think?B
1) I have only started working on camp xp to get up to ranger - I have used the higher end ranger camps (With crafting stations) and those are great.. I read on this thread to perhaps have a camp that could help defend itself, and doesn't automaticly disband in combat.. Seem silly a master ranger/scout can not fortify his camp to be a better defencable(sp) position in time.. Hell, I dont even like going outside, but could make something easier to defend myself in =)
2) I only use vehicles, so dont really notice - I think this is a fairly large issue in PVP, however.
3) I read somewhere on this board and have mixed emotions about at each level of scout being able to harvest a different resource from a creature.. Novices would only be able to harvest meat, higher than that, you can harvest hide, then bone.. I know *I* could not skin a creature, but I could sure hack off meat to eat if I had to.. This would stop the majority of people with just novice scout being able to really harvest alot of resources for themselves, and create more of a dependancy on the scout/ranger profession. (Yeah, I know artisans will hate this, my main is a master armorsmith). Rangers should be the king of harvesting, harvesting much more than scouts, and maybe multiple resources for each creature.
4) Forage would be cool - Perhaps an easy fix would be just add some really nice edible food/drink in the lootable for foraging, would be really rare to get, but gives you a point to forage. Or, as someone in this thread mentioned, collectables of some sort.
5) I do not really PVP, so could not offer much help with this, im afraid.
In my opinion, becoming master scout should be a priority for any new player. You start off hunting creatures, and the status effects and defense decreases that traps provide make leveling weapons early on easier. Plus, terrain negotiation makes it quicker to get around before you can afford a vehicle. I recently started a new toon on Starsider and I have nearly mastered scout in a few days (without particularly 'tryng' to).
However, my only beef with the profession is that it lacks punch once you begin to advance in elite professions, even if your intent is only PvE. Bounty hunters master it (and keep it) because they have to. Losing the camp requirements for vehicles, droids and pets didn't hurt camps, in my opinion... using them for the heal modifier is nice, but it would be nice if it healed wounds faster.
Also, EVERY block of hunting should have a creature "to hit" bonus. Creature knowledge is somewhat helpful, but getting accuracy versus creatures should be available in every block of hunting for scout and ranger. Actually, for scout, I'd love to see accuracy bonuses on each block of scout hunting and accuracy and 'toughness versus creatures' (or 'creature toughness' or whatever) in each ranger block of hunting.
Added trap accuracy would also be nice.
DeltaXi65 wrote:
Are,
Keep in mind- Scouting is onlya novice profesion, so we're never going to be that uber.
But, that being said, I like the idea of the increased creature to-hit bonuses. You make a very good point. Lemme float that one past the Devs and see if its possible.
B
Noted, and I agree, but Scout should pave the way for more powerful hybrid classes that are currently underpowered. If Scout were taken up a notch, and I believe creature 'to hit' on each block of hunting will not only be a good start... it simply makes sense.
Actually, and I swear I'll post the entirety when I get it all down on paper, but in tweaking the scout based professions in my head, I sorta saw the need to move a very basic form of tracking to Scout. Area Track should be moved to one of the Hunting branches of Scout. It's by no means an 'uber l337' ability but it could open up doors for enhanced tracking options in the scout hybrid classes ranger and bounty hunter. Plus, it is a basic skill that would fit well into the scheme of Scout.
I sorta see Scout as the 'Thief' type class of SWG in terms of speed and stealth.
Let me stop my tangent before I get rolling. I will be content to leaving my suggestions there for now. ![]()
some traps do dizzy. this seems to be completely worthless since dizzy is only effective against humanoids, which of course traps can't be used against. don't think this is a top 5 issue, but something to point out.
Message Edited by taloncard on 04-21-2004 02:00 PM
Yes, though by now, I'm sure you know I am not the only one with this problem.
DeltaXi65 wrote:
Are,
If you're having this problem, you need to /bug it. Is anyone else having this problem?
B
Are,
Yes, and I've got TH to get QA working on it. Hopefully we'll see it fixed shortly.
You need to move your traps to the top of your inventory.
B