Scout Archive
Thread: suggestions for Scout improvement
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Thoth77
Sat Feb 05, 2005 12:07 pm
#1
I'm one of the weirdos that loves scout and looks with longing toward Ranger. As such though, I'd like to see a few changes to those professions that would make them less reliant other combat profession skills. I'm not suggesting that a Scout or Ranger should be able to be a tank or a combat based profession, just that their existing attributes be expanded a bit.
My character has become primarily a crafter and I really enjoy the Scout/Artisan combinations. I don't need to be able to do heavy combat, but a little more ability to pull my butt out of the fire would be nice. I'd like to be able to focus my skill points on, for example Artisan/Droid Engineer and Scout/Ranger without needing to dedicate myself to a Brawler or Marksman skill.
To that end I suggest:
1) Some sort of basic, profession-specific combat skill. I have heard others suggest a line of "scout pistols" or "hunting rifles," an idea definitely found in Star Wars canon. These could be lesser, survival rather than hard combat weapons with minimal specials either added to one of the existing trees or simply gained in the Novice and Master slots.
2) A module that allows Experimentation on Traps.
3) Make lethal traps...note I didn't say "make traps lethal". Again, this is simply an expansion of the existing skills, creating new, high-level traps capable of doing lethal damage. It is completely reasonable to leave these for Ranger, and in fact could help to expand interest in and use of the Scout/Ranger professions overall.
I believe that the balance of lesser weapons with better traps would truly capture and enhance the essence of the Scout/Ranger, making them a more attractive option overall and allowing them to be more prosperous members of the community. Heavy fighting would still require grouping, but more independently minded characters would still be able to survive and profit, especially in support of other Non-Combat professions.
My character has become primarily a crafter and I really enjoy the Scout/Artisan combinations. I don't need to be able to do heavy combat, but a little more ability to pull my butt out of the fire would be nice. I'd like to be able to focus my skill points on, for example Artisan/Droid Engineer and Scout/Ranger without needing to dedicate myself to a Brawler or Marksman skill.
To that end I suggest:
1) Some sort of basic, profession-specific combat skill. I have heard others suggest a line of "scout pistols" or "hunting rifles," an idea definitely found in Star Wars canon. These could be lesser, survival rather than hard combat weapons with minimal specials either added to one of the existing trees or simply gained in the Novice and Master slots.
2) A module that allows Experimentation on Traps.
3) Make lethal traps...note I didn't say "make traps lethal". Again, this is simply an expansion of the existing skills, creating new, high-level traps capable of doing lethal damage. It is completely reasonable to leave these for Ranger, and in fact could help to expand interest in and use of the Scout/Ranger professions overall.
I believe that the balance of lesser weapons with better traps would truly capture and enhance the essence of the Scout/Ranger, making them a more attractive option overall and allowing them to be more prosperous members of the community. Heavy fighting would still require grouping, but more independently minded characters would still be able to survive and profit, especially in support of other Non-Combat professions.
JBMat
Sat Feb 05, 2005 4:15 pm
#2
I will answer these in order: I hope
1. Basic combat skill profession. No. You get this from whichever combat skill profession you choose to take. I do not want to use Rifles just cause, or carbines, or Tk, or whatever... Anything works with Scout. That's what is so cool about it. Unlike BH, stuck having to mastermarksman and thenstuck in a short line of weapons, we can use anything we want - just go learn it. And we can change whenever we want. I think this is preferable to being stuck with a certain weapon line. It is unfortunate that you can't get a basic combat skill, but a look at skill points will show that in order to prevent Mastering more than 3 useful professions this is probably the reason. (Pilot and Politician are not useful professions in terms of PvE or PvP on the ground, or I woulda said 5)
2. Experiment on traps. I agree. We should have the option of making more per craft, given that we are standing by the correct craftstation using a specific craft machine. Not the generic POS we get issued -the weapon, droid craft machine while standing by a weapon/droid... station. I will include this in the wishlist.
3. Lethal Traps. You hit the mail on the head stating this would best be left to Rangers. Rangers get two traps, and frankly, no one uses them as they don't work. Our traps work, with the notable exception of L darts that say they dizzy but don't. I use Scout traps 95% of the time, hell I use 3 traps 95% of the time - glow wire, p darts and bone spurs. And with luck and skill you can solo rancors using these, unbuffed, unarmored.
Good ideas - shows thought and reasoning - keep em coming
JB
Hakai
Sun Feb 06, 2005 8:57 am
#3
Didn't we used to be able to do this way back when? Was tied to artisan skill for experimentation wasn't it?
JBMat wrote:
2. Experiment on traps. I agree. We should have the option of making more per craft, given that we are standing by the correct craftstation using a specific craft machine. Not the generic POS we get issued -the weapon, droid craft machine while standing by a weapon/droid... station. I will include this in the wishlist.
JB
JBMat
Sun Feb 06, 2005 4:13 pm
#4
Hakai -
Not that recall, and I had artisan for about ... a week and had some experimentation points and did experiment on some stuff.
Camo kits have always been experimental for the # of charges, I think traps should be like that.
JB
Fodder650
Sun Feb 06, 2005 7:42 pm
#5
There was experimentation on traps early in game. I dont believe it actually effected anything so it was removed. But experimentation on charges like camo kits or experimentation on there effect to hit. This would make things far more interesting
Hakai
Sun Feb 06, 2005 9:01 pm
#6
Fodder650 wrote:
There was experimentation on traps early in game. I dont believe it actually effected anything so it was removed. But experimentation on charges like camo kits or experimentation on there effect to hit. This would make things far more interesting
no i'm serious. i remember experimenting on the traps and increasing the count from 1 or so to 5 and one time even 6.
DeltaXi65
Mon Feb 07, 2005 6:11 am
#8
I'm pretty sure this went away when we got the XP for making the traps to give survival, rather than artisan XP.
B
Hakai
Mon Feb 07, 2005 10:03 am
#9
Fodder650 wrote:
And im telling you your right
*slaps forehead*
doh!
lol
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