Board Thread:Suggestions forum/@comment-26861992-20171118235713/@comment-26553378-20171127164610

KingTotalWar wrote:

Gen. Grievous1138 wrote:

Minecraftmage113 wrote:

Gen. Grievous1138 wrote: The Ranger camouflage ability should either have a massive rework or be completely remove. It is, quite frankly, ridiculously powerful and doesn't make sense 90% of the time. I do not care who you're descended from, there is no physical way a human can shoot twenty Ologs to death in a perfectly flat field without being hit or even seen. There are a few ways I think this could be resolved:


 * Remove it altogether. Sometimes what's best is what's easiest, aye? The lack of invisibility would be compensated for by increased speed/health/attack range.


 * Make it only work where it makes sense. To camouflage, you need something to camouflage *into*. This would require the presence of tall grass/shrubbery/etc for rangers to camouflage. This would make them what they're supposed to be: deadly guerrilla fighters, instead of machinegunning ghosts.


 * Make it much less effective. It makes sense that wargs would be able to smell rangers regardless of camouflage. This would make wargs far more useful and interesting, and warg-riders especially worth the investment. Additionally, normal NPCs could have a 1/20 chance of seeing through the camo.


 * Make it less constant. In this scenario, Ranger camouflage would work as it currently does, except that when the Ranger shoots an arrow or stabs an NPC, the camo disappears and will not appear until both ten seconds have elapsed and they're a respectable distance away from any enemy NPCs. This one perhaps is the most balanced, and also makes sense.

Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 02:17, November 19, 2017 (UTC) Yes, we get it, You realize though that this was players against the darn things, yes? that means the camoflauge did nothing.

The current complaint is that, like if you had a group of any other type of ranged unit in the mod (no, this is not exclussive to the good factions, no matter what the poster might think) they can shoot in a round achieving such a speed that due to the knockback it is impossible to charge them and therefore kill them.

Honestly, it would really only be strategy, and if 10 archers, whether orcish or rangers find you, and all shoot you, you'd be so much of a pincushion from the first volley alone that you really wouldn't be able to care about fighting them unless you had some nice heavy duty metal armor. 1. Evil has no units that shoot that fast. All evil bows are either like orc bows (kinda fast but rather weak) or like Black Uruk bows (slow as fuck but strong). There's absolutely no variety, and evil has no units that switch between melee and ranged, like Rangers and elves. Evil is severely lacking in the ranged department.

2. Good has galvorn, which makes all evil archers useless, since they have no other attack. Evil not only has no such armor, but even if it did it wouldn't be as effective due to the combination of ranged and melee.

Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 14:50, November 25, 2017 (UTC) Dude most every server has it set to where you can only use gear for the faction you’re in and galvorn is banned. I see this all the time though that whenever people in good facs complain about gear for instance, the response is “YOU CAN JUST USE DWARF GEAR” well, if you’re on a server that wants actual factions instead of trying to be just a vanilla factions server with lotr gear, that doesn't apply. I don't think I've ever seen galvorn banned, however I have seen the idea of please stick with faction gear, after all, it is as good as mithril now, if not better. Although if no good factions are cleared to use galvorn, evil had better not be cleared for morgul either because while galvorn can't get armor buffs, morgal can still get eolean and protection buffs, essentially making it the most powerful armor available when you ignore knockback from arrow swarms.