Scout Archive

Thread: TOP 5 Scout Issues What are yours?

DeltaXi65
Wed Mar 31, 2004 3:03 pm
#1

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 useful

2.) Terrain Negotation - Allow us to apply our TN mods to Creature Mounts

3.) 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 materials

5.) 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



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Hakai
Wed Mar 31, 2004 4:06 pm
#2

1.) this one is a given. I really do home they go with the modular camp idea.


2.) This would be an interesting advancement. Im still bugging a CH friend of mine to get me a bantha.


3.) Not so sure, im mixed about this. If you mean higher yields than we are getting now for higher levels, im all for it. But if you mean higher yeilds in total, i don't know.


4.) Hurrah! ...lol Even if we only find junk it's something to do for the heck of it. (kind of like beanie babies, could we have something that is collectable? lol....get all the types of junk!!! 101 types!)


5.) would be interesting if we were the only ones that could sweep minefields, or maybe we have a skill that will enable a buddy to temporarily increase his chances of NOT tripping a mine.





Hakai Youkai
==================================
Hakai's Hardware
(-211, -5812) (6197, 4326)
Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
Ackis
Wed Mar 31, 2004 4:11 pm
#3

I don't think my parents really love me. They say they do, but I really don't think it. The constant beatings might have something to do with it, but I think I deserve them.


*giggles*


My biggest issue for the scout class has to do with trapping. There should be more to it than just something I throw.


Why not a trap that I can leave laying and it collects meat/hide/bone for me (ie: the animals walk into it and die).


Why does crafting traps not give me trapping experience?


Why can't I experiment on traps to increase the number of charges?


Why aren't there traps that I can use on npcs?


Why can't I harvest from wookiees?





Imperial Captain Ackis Losackego - Über f335h

DiLune
Wed Mar 31, 2004 5:06 pm
#4

In regards to "making camps useful" its my opinion this means no auto-disband on combat. From there adding functionality such as a harvesting bonus within x radius of your camp (increasing with higher scout and ranger levels.) If we can't get the modular camp proposal this would be a good intermediate step (and would mesh with the modular proposal if/when its implemented.)
Ackis
Thu Apr 01, 2004 9:15 am
#5

Terrain Negotiation is very useful for PvPing...


And foraging is great for mooning people (throw some hotpants on and you're good to go)





Imperial Captain Ackis Losackego - Über f335h

Pharfignewton
Thu Apr 01, 2004 1:55 pm
#6

The problem with many of the scout's skills is that while they may be pretty fun to use, most of them are pretty much novelties and lack effectiveness. The traps are basically toys to use in combat, and we can make neater ones with prettier flashes. Considering the fact that it takes so long to chuck one means we could've done far more damage than we'd get from the possible status infliction. It's best feature is as a cute support when in a group. That's really about it.


Terrain Negotion isn't all that crucial, just something to show off to other players as you outrun them across the country. sure it'll help you outrun some animals, but frankly how many scouts have really used terrain negotiation to save their asses?


Harvesting seems fine to me right now, but since i'm not a ranger i can't really judge. All you really need is just patience and you'll start stocking up on thousands of hides and bones in no time.


Forage is the ultimate novelty skill. It's just so . . . useless . . . that it makes me laugh. I use it whenever i'm waiting for my group members to finish resting, just to see what I find. It's like bobbing for apples in your spare time . . .


I'm not going to even get into the pointlessness of camps with exception to those master camps. Those things kick ass, but until your camp can defend itself well there is little point in using them. That means advancing in that tree is just annoying before it becomes cool.


I agree that the scout could benefit from a nice use in the GCW, but then again nearly every class besides the weapon specific prestige classes could benefit from a role in the GCW.


Please remember that I don't come up with solutions, I just present the problems as I see it.



-------------------------------------------------------------------------------------------------

Beware the flying pigs, for they defy reality!!!!

I am a marksman, artisan, scout, smuggler, pistoleer, and entertainer. Who needs those master class badges?
Hakai
Thu Apr 01, 2004 5:55 pm
#7

WAHAHAHAHAHAHAHAA......man i am so going to see my tailor now!



Hakai Youkai
==================================
Hakai's Hardware
(-211, -5812) (6197, 4326)
Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
Hakai
Thu Apr 01, 2004 5:56 pm
#8

and CDEF turrets......well scout blaster turrets anyway... *grin*



Hakai Youkai
==================================
Hakai's Hardware
(-211, -5812) (6197, 4326)
Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
Silverjohn
Fri Apr 02, 2004 12:28 am
#9

I agree with several of your points. Terrain negotiation should be shared with mounts. Also if another player is autofollowing you he should gain a bonus as well. The scout in that instance would be acting as a guide and showing the other person the easy path.


The idea a little further up of stationary traps that work like a flora farm except for meat and hides would be interesting especially if Forage skill would be expanded to include a kind of radar ping like a Artisan Surveyor uses.


The mine clearing idea makes a lot of sense but it shouldn't a be a strictly scout thing. Maybe have a quest of some sort that gives you a tape/item that gives you that ability. The idea being you'd received specialized military training for that work.


As another note on Traps I'd like to see an increase in their success rate. I'm working on Master Brawler so I'm back to hunting Durni's and the like yet I'm often having to throw 4 or 5 Traps before one of them will stick. That is a ridiculously low success rate for a Master Scout against low level creatures.


Anyway that's my two credits worth.


"Democracy is the worst form of government... untilyou consider the alternatives."
Winston Churchill.

Seiryuu
Fri Apr 02, 2004 10:04 am
#10

Camps - Definately need reworking. I would be interested in knowing if any of the current proposals have been looked at and the dev's thoughts on them.

Terrain Negotiation - Applying to mounts would be nice.

Harvesting - I think the rates are appropriate for Scouts. Rangers already need a boostand increasing the Scout harvest means you have to increase Ranger that much more. As it is, a Scout with a good combat profession can out-harvest a Ranger. This would only exagerate the problem.

Forage - First I think we should have a switch in the command to allow for food, bait, or other substances if we can think of them. Random would be the default if nothing is specified. Second, the foods should be re-evaluated based on chef and doctor buffs. If different bonuses could be given through them that would be great.

Minesweeping - This is currently a Ranger ability. Do you really want to water down their skills any more? On the other hand, the dev's want Rangers to be the "ultimate Creature Hunter" so it does not really fit them anymore. Were we ever able to convince them to make Ranger a para-military profession, as a lot of people feel it should be, then it should remain as is.



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JBMat
Sat Apr 03, 2004 3:58 pm
#11


1. Camps need some love. They are useless as they are now, except when you are in a hurry. Make them more stable, semi permanent even - no auto disband in combat.


2. TN - bout useless now, unless your mount/vehicle is dead, then it's usefull. Good in PvP, I use it to shoot and scoot up mountains. Swimming? Mounts?


3. Harvesting. Masters should get way more, with Rangers getting more still. We spend how many skill points to get how much more?


4. Change - TRAPS - fix them and get them working.


5. Minesweeping? Ok, sure.


JB


pass me whatever that is you are drinking tho



Message Edited by JBMat on 04-03-2004 03:00 PM

taloncard
Sun Apr 04, 2004 8:51 pm
#12

#1 and #2 there are 2 useless ladders in the scout trees Trapping and survival. /forage is useless except for finding bait if you like to fish, traps are useless

#3 TN should apply to scout's mounts as a CH would love this too to make mounts more useful even to us

#4 harvest- why can we only harvest 1 resource? isn't that kind of a waste of a animal? also again the harvest notification

#5 sure a GCW role would be nice




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


JCDenton01
Mon Apr 05, 2004 4:47 am
#13

ok im a BH and if you guys want GCW role pick BH up you get good guns and scout and marksman abillites


Otsi on starsider





Eribi
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