Ranger Archive
Thread: Disease/Poison resis
PithrenDarkstar wrote:
I think the difference in 4-legged vs 2-legged mobs is that things with 2 legs can change posture (ie standing, sitting, kneeling, prone), and dizzy creates a large change of falling down during posture change. 4-legged animals that don't change postures wouldn't be affected by a state effect that hampers posture change.
Would make sense but 4-legged creatures do change posture.
Some might be missing an animation but watch the icon when you use a posture change special.
I can make them kneel, stand and knock them down... just can't dizzy the buggers.
I've spend 232 skill points ( ranger and carbineer ) and I can't even dizzy a creature because it has 4 legs? Even though more than 50% of those points go into the "creature-centric" profession?
I'm trying my best to make use of what ranger gives me but everything seems more or less redundant by now. /areatrack is nullified by speeders. Traps are substituted by specials that add the effect and damage plus creatures don't insta-aggro like they tend to do when suing traps. Camps add nothing but a crafting station I'd rather spend credits than precious skill points on and camo, well we know what camo does...
Bah, I'm going to head to Coronet and impres newbies with my HTFB camps now
NRaas wrote:
Oh.. and Winged Creatures should not be able to fly while dizzy.
Dizzy would be somewhat like suppresion fire... they will stand still to try and regain their composure.... when I'm dizzy... hmm... I think I've been dizzy once.. but when it happened, the last thing I tried to do is move.. you stand still, hoep it goes away. That could be another way to deal with dizzy on creatures.
Interesting idea
AgonThalia wrote:
some alternates to the dizzy/ stun/ blind states
dizzy seems to do nothing to creatures regardless of the number of legs....rather here are some suggestions
confusion: causes the animal to stop attacking (but still remain aggroed) and wander for a short amount of time
frightened: causes it to run away like threaten or warning shot
enraged: will cause the animal to attack the nearest thing to it (careful, it could be a speeder, you or its brother)
thats all i could come up with at the moment...
"enraged: will cause the animal to attack the nearest thing to it (careful, it could be a speeder, you or its brother)"
It should probably be a random thing within a certain range, instead of the closest thing, or there would be far too much griefing potential.
Questions regarding the "Enrage" trap:
Would the "enrage" trap be specific to creature, or area effect?
Will it be a permanent effect? If it wears off does the creature automatically peace or continues to agro the target untill it's destroyed?
What happens if your trap fails to hit?
If the devs feel this trap would be used to piss off other players, should we fall back to a "canibal" trap idea where the creatures would only attack themselves? Not as much fun as messing with a Bio Engineer in the midst of sampling, but still productive non the less.
Message Edited by CapnKill on 02-18-2004 03:08 PM
"I love the idea of a trap that enrages."
Agreed.
I'll probablyadd AgonThalia's suggestions to the wishlist as separate traps (rather than replacements for Dizzy).