Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Split the 'Ranger' trait
Re: Split the 'Ranger' trait[message #339700 is a reply to message #339694] Fri, 27 February 2015 13:23 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Hmm. Maybe I wasn't clear in that regard. In itself, the ranger trait makes sense. But I question having it around in the first place. The other weapon traits are simply about handling a specific gun class. The ranger trait is about handling two gun classes with tacked-on boni to other things that are not related to any weapon at all. And it also does not make sense that someone good at surviving in the wilds would somehow automatically be good in handling shotguns.

The shotgun proficiency would go to those mercs that currently have the ranger trait, but no because of the survival stuff.

I guess your enemies' progress must be different from mine (or the ones that I remember), because I remember buckshot only working rarely if the enemy had even mildly decent armour. I also play with lower suppression, because I find it irritating that a few bullets stun my entire team I often had the impression that suppression affected mercs disproportionately, but haven't found a clue in the code towards that.

Hmm.

Lowering the AP cost would likely be the best change, as one shot doesn't cut it.

As it is, to me, Ranger is useless apart from the survival stuff later on. That makes it not quite as useless as Gunslinger or melee later on, but I still see it as a waste.

[Updated on: Fri, 27 February 2015 13:24]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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