Ranger (Q3)

==Summary==
Ranger looks exactly the same as in Quake, besides improvements to graphics. His A.I. opponent in Quake 3 Arena favors the Rocket Launcher and Plasma Gun. Also looks for Lightning Gun if the skirmish map has it.
Like Doomguy, Ranger's bot makes references to Quake such as "I'm surrounded by Quake minions. Laying down suppressing fire." and "Where have the portals taken me now?". In chat lines, he also gets mentioned as "Quaker", "Q Dude", "Frag-Licker" and "Old Timer".
After the tutorial, Ranger is the first challenge the players face in the single player campaign, fought in a duel on the Arena Gate.
==Powers and Stats==
Tier: , with weapons
Name: Ranger, "Quaker", "Q Dude", "Frag-Licker", "Old Timer"
Origin: Quake III Arena
Gender: Male
Age: Unknown
Classification: Human
Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Rocket Weaponry, Plasma Manipulation (with Plasma Gun), Uranium Manipulation (with Railgun), Acrobatics, Respawning and Immortality (Type 4 & 8; death is never permanent in the Arena - fallen fighters are always brought back to life), Statistics Amplification (Can increase damage using the Quad Damage, which multiplies his strength and the power of his weapons by three, and increase speed with Haste, which adds 30% bonus to one’s firing rate and running speed), Healing (with Personal Medkit), Explosion Manipulation (with Grenade and Proximity Launcher), Electricity Manipulation (with Lightning Gun), Regeneration (High-Low; with Regeneration), Teleportation (with Personal Teleporter), Invisibility (with Invisibility), Flight (with Flight), Damage Reduction (with Battle Suit), Resistance to Lava and Slime (with Battle Suit)
Attack Potency: Unknown, Wall level with weapons (A lot of the weapons can one-shot wall level opponents with full health, higher with Quad Damage as it can increase power by a factor of three)
Speed: Superhuman, higher with Haste, Superhuman to far higher attack speed with weapons (The fastest weapons have ∞ muzzle velocity)
Lifting Strength: Unknown
Striking Strength: Unknown, higher with Gauntlet
Durability: Wall level (Can survive long falls and shots from weapons, and take splash damage from explosive weapons), higher with some powerups (Health and Armor can max out at 200 and cut all incoming damage in half with the Battle Suit)
Stamina: High
Range: Standard melee range, extended melee range to kilometers with weapons (Assuming a meter is equivalent to 24.5 units, the Machine Gun and Shotgun have a maximum range of 131,072 units)
Standard Equipment:
<tabber>
|-|Weapons=
Gauntlet v.png|Gauntlet
Mg3 g.png|Machine Gun
Sg3 g.png|Shotgun
Chaingun (TA) – Black.png|Chain Gun
Nailgun (TA) – Black.png|Nailgun
Gl3 g.png|Grenade Launcher
Mine3 g.png|Proximity Launcher
Rl3 g.png|Rocket Launcher
Lg3 g.png|Lightning Gun
Plasma Gun.jpg|Plasma Gun
Railgun(Q3).jpg|Railgun
Bfg3 g.png|BFG10K
*Gauntlet: The Gauntlet is a circular-saw melee weapon with a small taser mechanism under it. With the Machine Gun, is one of the weapons Ranger has when he spawns in.
*Machine Gun: The Machine Gun is a starting weapon, along with the Gauntlet. The Machine Gun is a surprisingly good starting weapon, as its automatic fire gives a player enough continuous firepower to get to a powerful weapon.
*Shotgun: The Shotgun, or "SG", fires 11 pellets in a cone-shape. Due to the erratic spread of the pellets, it should only be used at very close range. If all of the pellets hit, the Shotgun can kill a healthy, unarmored target in one shot at point-blank range. Shotgun is a hitscan weapon with mediocre spread and a long reload, generally preferred to keep foes at bay.
*Chain Gun: The Chain Gun (or "CG") is a powerful weapon that quickly fires bullets. Unlike the Chain Gun from Quake 2, the TA one will begin firing at it's highest rate of fire instantly. However, it will eat through ammo in no time, so having an effective backup weapon is almost required when using the Chain Gun. Chain Gun can be considered as a super weapon just like BFG10k, as anyone carrying her will be a high priority target.
*Nailgun: The Nailgun fires ten slow-moving projectiles in one shot. If all of the projectiles connect, they can kill an unarmored and healthy target. In addition, there is a significant delay between shots, so shots should be timed so that they kill a target in one hit.
*Grenade Launcher: The Grenade Launcher (or simply "GL") tosses grenades. The grenades explode after only 2.5 seconds, but that's still longer to explode than in previous incarnations. In addition, they have an exaggerated bounce, making it difficult to time the explosion just right for killing foes. The Grenade Launcher is more of a utility for close range area denial, instead of a weapon.At player slang, grenades also called "pineapples".
*Proximity Launcher: The Proximity Launcher, or "Prox", fires mines that explode when an enemy gets near them. These mines can stick to walls. Mines cannot be detonated by the player; only when an enemy gets near them or splash damage weapons cause them to set off.
*Rocket Launcher: The Rocket Launcher, or "RL", fires powerful rockets. These generate Splash Damage, which do damage around the rocket's point of impact. Generated splash damage from the point of impact can be utilized in Rocket Jump or air juggling enemies.
*Lightning Gun: The Lightning Gun (or "LG") fires a powerful stream of lightning at a target. The LG has limited range and eats up ammo with lightning-speed, but can quickly do damage to a target.In player slang its other name known as "shaft". Also a term used for its predecessor in Quake 1, Thunderbolt. Upon a Lightning Gun kill, feedback reads as an example; "Biker was electrocuted by Hossman."
*Plasma Gun: The Plasma Gun fires slow bursts of swirling blue iron plasma based on the Doom series. These generate a very small amount of Splash Damage. This feature is generally utilized in defrag/jump maps to Plasma Climb.The Plasma Gun is Q3A's version of the Hyperblaster, with faster, explosive shots. Its high damage output, tight firing cone and projectile speed make it an excellent medium range gun with suppression fire capabilities.
*Railgun: The Railgun, or "RG", is a weapon that fires a powerful, high caliber round that has the potential to kill an unarmored target at full health in one hit. The Railgun fires highly-accelerated hot uranium slugs which will pierce through flesh with ease.There is a significant delay between shots; which is indicated by heat window above the Railgun turning magenta between shots and sounding a recharging noise. When that core part is white, it can be fired again. It should be used as the equivalent of a sniper-rifle, using the standard zoom ability.In player slang its other name is "winstick" or "instawin". When player scores two consecutive accurate Railgun shots without missing, it will grant a medal to player with the "Impressive!" announce.
*BFG10K: The BFG10K is a weapon that quickly fires deadly globs of plasma of an indescribed irradiated material -like uranium. These globs can kill an unarmored and healthy target in one hit, and inflict a large splash damage around the point of impact. Only a few maps have it.The BFG10K is one of the few weapons that the players can blast themselves away with by being utterly careless and getting caught in already small splash radius. Instead of game feedback reading as he/she/it killed oneself with BFG, message comes up as "(Player/NPC) should have used a smaller gun.".BFG stands for "Big Fucking Gun". Some even refer to it as "Big Fragging Gun". The BFG10K in Quake 3 is sometimes viewed as an overpowered weapon. However, once you've got the BFG10K, you're essentially a higher priority target to other players among many others.It is rare to deplete all ammunition from the BFG10K before getting fragged (unless you rapidly spend ammo). The BFG gets its name from the incredibly powerful BFG 9000 from the Doom series, a game also developed by id Software.
|-|Powerups=
Quake 3, 5 Health.jpg|5 Health
Quake 3 Yellow Medkit.jpg|25 Health
Quake 3 Gold Medkit.jpg|50 Health
Mega 3.png|Megahealth
Light Armor.jpg|Light Armor
HeavyArmor.jpg|Heavy Armor
ArmorShard.jpg|Armor Shard
Quad Damage.jpg|Quad Damage
Personal Teleporter.jpg|Personal Teleporter
Q3 invis.png|Invisibility
Haste(Q3).jpg|Haste
Regen 3.png|Regeneration
Personal Medkit.jpg|Personal Medkit
Battlesuit.png|Battle Suit
Flight.png|Flight
*Medikit: Medikits recover Ranger’s health. These come in two colors: yellow and gold. Yellow Medikits heal 25 HP, while gold Medikits heal 50 HP up to 100 health. Green medikits heal you 5 healths, even if you are at full health by standards and gives you a small overheal buff that decays in time.
**5 Health: The 5 Health (also known as a Stimpack) is a type of health item that can increase health above Ranger's maximum limit, which is 100 hitpoints without any handicaps. They can usually be seen in groups. Given overheal effect will decay in time, at a rate of 1 health per second, until it reaches the standard maximum health of Ranger.They grant 5 health points, and are often found in a cluster of 2 to 5, sometimes even more.
*Megahealth: The Megahealth is a Powerup that grants the user +100% health up to max health points of 200. However, the extra health will slowly rot away over time until Ranger's health is back to default value regarding the handicaps. Its default spawn timer is 35 seconds, yet at tourney based competitive maps this timer enhances to 120 seconds.Once obtained, one’s health will be ticketing away back to 100. Overheal value is a good indicator of keeping respawn times as it decays away 1 point per second. Nonetheless, one can pick up Regeneration to maintain 200 points, though this is rare due to most competitive maps have only either one of them.
*Armor: Armor is a Powerup that absorbs a certain amount of any damage. When an Armor is picked up, Ranger gains a certain amount of Armor points and stacks decay back to standard over time depending on how much of an Armor is picked up. All Armor types in Q3A, absorbs ⅔ of an attack which is approximately 66%.
**Light Armor: Light Armor is a yellow-tinted Armor that grants somebody 50 Armor points when picked up. Like the Heavy Armor, it absorbs ⅔ of an attack and has a maximum of 200 armor points. It can be stacked with Heavy Armor for more armor points. Light Armor has a default spawn timer of 25 seconds.
**Heavy Armor: Heavy Armor is a red-tinted armor that gives a player +100% Armor points when picked up, with a maximum of 200. Like Light Armor, Heavy Armor absorbs ⅔ of an attack. It can also be stacked with Light Armor. The Heavy Armor is referred by some as Red Armor. Spawn timer on Heavy Armor is 25 seconds by default.
*Armor Shard: The Armor Shard grants the user 5 Armor points. Armor Shards are best used to repair damaged Armor; especially powerful armor such as Heavy Armor. Armor shards are fairly common.If an Armor Shard is picked up when the wearer already has Armor, the Armor Shard will not affect the type of armor she or he currently has.
*Quad Damage: The Quad Damage Powerup only multiplies damage by three, making it less powerful than its forefathers. Initial spawn time is around 45 to 50 seconds depending on the map, respawn time is 2 minutes after being picked up.
*Personal Teleporter: The Personal Teleporter is a holdable Powerup that places in your inventory. Sends the user to a random respawn point determined on the map when used. If a person holding a flag uses it, the flag will be dropped. Respawns 60 seconds after it is picked up.
*Invisibility: Invisibility is a powerup that makes the user almost invisible for 30 seconds. The player becomes transparent with some shimmering light effects around him/her along the effect period. While it doesn't make player truly invisible, it makes him/her very difficult to see unless very close. The Invisibility power-up spawns in the map initially at the first 40 seconds and respawns after 2 minutes after picked up.
*Haste: Haste is a powerup that adds 30% bonus to one’s firing rate and running speed. It lasts for 30 seconds and makes small clouds of smoke form behind one’s feet as long as one has it. It respawns after three minutes.
*Regeneration: Regeneration is a powerup that regenerates Ranger's health for 30 seconds or until it hits 200 health. Initial spawn in the arena occurs after 55 seconds from map start, it respawns 3 minutes after it's picked up and makes a red glow surrounding the user with each instance of healing it apply. If the possessor has less than 100 health, it will heal +15 health with every second. When health exceeds 100 points, regeneration rate will drop to +5 health per second; Ranger can hit up to 200 points of health, which will not drop until Regeneration wears off.
*Personal Medkit: The Personal Medkit is a holdable power up that restores the user's health to 100, no matter how low it is. It respawns every 60 seconds after it's picked up.
*Battle Suit: The Battle Suit is a Powerup that makes it impossible for the user to be harmed by splash damage, and it also absorbs a fair amount of damage, lasting 30 seconds; it cuts all incoming damage in half and allows the bearer to enter lava and slime without being harmed. Initially spawns after 55 seconds to 1 minute mark depending on the map and respawns in three minutes after picked up. When a player has it, a golden glow surrounds him.
*Flight: Flight is a multiplayer-only powerup that allows you to fly around a level for 60 seconds. Ranger can float in the air for 60 seconds and manage their height with jump and crouch buttons.
</tabber>
Intelligence: Ranger is represented by Tier 1 - Trainee, which is inhabited by some of the weaker bots, allowing new players to learn and improve on the move
Standard Tactics: Ranger favors the Rocket Launcher and Plasma Gun. Also looks for Lightning Gun if the skirmish map has it
Weaknesses: Ranger's sanity was possibly affected due to the experiences from Quake; his skill is also presumably inferior in Quake III. Overheal/overarmor effect will decay in time, at a rate of 1 health/armor point per second, until it reaches the standard maximum. Quad Damage, Invisibility, Haste, Regeneration and Battle Suit lasts only 30 seconds, Flight lasts only 60 seconds
Notable Attacks/Techniques:
*Circle Strafe: Circle-Strafing is running in a circle around the opponent to continuously dodge their attacks. Generally Doom will also be firing upon his target whilst using this technique.
*Gibbing: Gibbing is when Ranger bursts enemies into bloody bits of muscle, bones, flesh, and organs.
*Grenade Jump: A Grenade Jump is using the explosion from a Grenade combined with a jump to reach high places.
*High Wall Jump: High Wall Jump or High Jump is a movement skill that became popular among DeFraG runners. Trick includes and uses the player model's collision to jump higher again from a solid corner.
*Overbounce: Overbounce started as an engine "bug" just like Strafe-jumping. Quickly this bug, get known amongst jump mappers and included in defrag maps as a required skill to surpass challenges.
*Plasma Climb: Plasma Climb is some type of blast jump just like Grenade Jump and Rocket Jump with minimalized Splash Damage performed with Plasma Gun.
*Quick Weapon Selection: Ranger quickly swaps along his arsenal without mild pauses or switching them in a row until he have the desired one.
*Rocket Jump: A Rocket Jump is using the explosion from a Rocket combined with a jump to reach high places. This technique is mostly used in multiplayer.
*Splash Damage: Splash Damage (occasionally referred to as Radius Damage) is a term that refers to refer to damage taken by players or objects in the area surrounding a point of weapon impact.
*Teleport Jump: Teleport Jump is a quick tap movement to dash out of teleporters as you exit through. As you are about to jump dash in the teleporter cease all movement for a very small period of time in mid-air, then immediately jump again and hit a movement button when you see the teleportation glares. When done right player will leap out of teleporter unexpectedly, redirecting all previous fall momentum into a new direction.
*Wall Clip: Wall Clip or Wall Slip, is a collision bug that can be exploited to redirect current momentum to be parallel to the ground; granting more axis direction speed while not affecting vertical momentum. Player must tap jump in mid-air just before colliding with a corner ever so slightly while dashing away, brushing against wall and sliding away from it. While there's no, right angle of approach it's preferred to aim for 30-45 degrees.
Note: While Q3 maps usually spawn 2-4 weapons at a time, it is possible for Gladiators to be capable of holding all weapons at the same time.
==Gallery==
P ranger.jpg
Quake Arena Ranger (3).jpg
==Notable Matchups==
Victories:
Losses:
Inconclusive:
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