Ranger Archive

Thread: Focus on Top 5 List: Traps

Leadhead101
Thu Mar 25, 2004 7:31 am
#14

I am not a ranger yet, but plan on mastering this profession cause I think it is cool.


There are all sorts of directions you could go with traps. This is something that could really define this class I think.



Here are a couple of ideas.


Area traps: With the rangers ability of concealment and mask scent, he could go into a lair area undetected and place an area trap that covers 5 to 10 square meters. Any creature or personthat comes into this square triggers the trap. The area trap should be restricted to non-damage effects like blind, stun, or immobilization as I feel that damage area traps would be too powerful and have balance issues.I think the area trap should be active for a designated period of time like say 30 min in which time any creature or person that moves in the area of the trap would trigger it. The ranger would also get the skill to detect and disarm a trap that was laid by another ranger. This would make large pvp battles alot of fun and add strategy.


Smoke bomb: This I guess would not necessarily be a trap again, the ranger could use his stealth abilities to enter a lair areato throw a smoke bomb. The smoke area of effect would slowly increase and creatures that the smoke covers, will not be able to aggro people that are fireing on them until they move out of the smoke area.


LSD trap: LOL! one of my personal favorites. This trap when thrown on a creature causes that creature to halucinate to think that the nearest living thing next to it is threatening its life and will thus go berserk and attack.






"Nothing would be what it is, Because everything would be what it isn't. And contrary-wise -what it is, it wouldn't be. And what it wouldn't be, it would. You see?"
Calculus_Entropy
Thu Mar 25, 2004 7:48 am
#15






Leadhead101 wrote:

I am not a ranger yet, but plan on mastering this profession cause I think it is cool.


There are all sorts of directions you could go with traps. This is something that could really define this class I think.



Here are a couple of ideas.


Area traps: With the rangers ability of concealment and mask scent, he could go into a lair area undetected and place an area trap that covers 5 to 10 square meters. Any creature or personthat comes into this square triggers the trap. The area trap should be restricted to non-damage effects like blind, stun, or immobilization as I feel that damage area traps would be too powerful and have balance issues.I think the area trap should be active for a designated period of time like say 30 min in which time any creature or person that moves in the area of the trap would trigger it. The ranger would also get the skill to detect and disarm a trap that was laid by another ranger. This would make large pvp battles alot of fun and add strategy.


Smoke bomb: This I guess would not necessarily be a trap again, the ranger could use his stealth abilities to enter a lair areato throw a smoke bomb. The smoke area of effect would slowly increase and creatures that the smoke covers, will not be able to aggro people that are fireing on them until they move out of the smoke area.


LSD trap: LOL! one of my personal favorites. This trap when thrown on a creature causes that creature to halucinate to think that the nearest living thing next to it is threatening its life and will thus go berserk and attack.







Interesting idea....




Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Iseult
Thu Mar 25, 2004 8:10 am
#16


My input here would not be for a specific trap per se, but for more trap functionality against social mobs. My experience with most mid-level to upper-level creatures is that I can usually handle one or two on my own, but three to five usually will do me in every time, especially now that my old, trusty probots have lost their armor. So, traps that could restrain or lure social creatures away from their fellows would be really helpful. They might also go a long way to addressing the combat imbalances that we are so familiar with -- that is, some uber elite combat char being able to harvest more thanus because he/she hassignificantly highercombat capabilities than we do.


Iseult
Master Ranger / Mediocre Pistoleer
Bloodfin


Message Edited by Iseult on 03-25-2004 07:11 AM



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Iseult
Elder Ranger / Respec Moisture Farmer
Bloodfin


Iseult's Adventure Shop - winner, galactic homeshow 1.25.2007
DarthDominus
Thu Mar 25, 2004 10:13 am
#17

At the bare minimum ..give us some new schematics for traps. It has been done for other crafting professions. The lights/candles are perfect example. If we're not going to see love anytime in the near future for our profession - at least give us something that works to tide us over please.







Xayn Geist - Dark Jedi Padawan & Imperial Navy Ace
Aezyn Khell - Master Shipwright & Co-Owner of Dark Side Technologies
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ThGilsRooc
Thu Mar 25, 2004 5:52 pm
#18

Some of the ideas have already been mentioned (I like the idea and hope to reinforce it). Other ideas are those I thought of (may have been mentioned before, but Idon't know about it).


Adhesive mesh: increase the duration on mid-level on up. A piket will move after a few seconds (2 traps per kit is expensive if it doesn't last long enough to providea worthyreward).


An'LSD' trap: make the creature go on an acid trip and aggro their own kind (or their lair).


Hole/Pit trap: why not? After all, rangers are the masters of theoutdoors (make it a master level trap to stop dabblers).


A smoke bomb: great idea to prevent aggro for a little bit (notso long as to make the kill too simple).


A lure trap: The ability to pull one creature out at a time. As ranged profs go, they can go prone,slap the (now worthless) bleed, and wait until the one mob aggro's. For us melee fighters, pulling single mobs are almost impossible. We must face the entire group (provided they're close to each other).


A lair trap: place a trap on the lair before the fight. Once the initial creatures are killed and the lair is tapped, the spawning creatures will suffer a DOT (poison?).


As a retired TKA/Ranger, I'm going to finish my holo grind when silent and return to my roots. I did rely on the traps even after I hit master TKA. Why? Well, the state effects come free when the trap is thrown. By that I mean this: Throwing a few traps to create state effects has no HAM cost. With TKA, I'd have to continually use the blind/dizzy/stun hits until they land (meanwhile, i'm getting wounded and needing to pause for a heal).


Once again, the adhesive mesh, while expensive in resource cost (cost of benefit too high?), is the ultimate trap in Rangerarsenal. There is nothing better than immobilizing the mob to allow aquick escape to heal and create distance (regrouping). I beg the development team to either increase the timer for the trap's effectiveness or increase the number of traps per kit.


That is all for now.



Colonel Th'Gils Rooc
Webel Ace Pilot x2
I would ace more squadrons if they'd just fix the remaster bug.
Pulp Phantom
Nemo0
Thu Mar 25, 2004 6:16 pm
#19

All these complaints about adhesive mesh duration. Are you still shooting during the adhesive mesh? I tried timing a few of these the other day (when an MBH friend told me they were completely useless) and they held a Rogue Fambaa imobile for about 90 seconds (minute and a half--plenty of time to get away). When shooting, that dropped to about 5 or so. I use the adhesive meshes on bad pulls, not for combat. The phenacine works much better for kiting. While it might be nice to have a trap that keeps stuff from moving under fire for a long time, it would be very exploitable. The only real problems I see with adhesive meshes are the stack size and the ability to hit (that rogue fambaa ran through quite a few stacks for the small number of tests I tried). I'd still love to see an AoE version, though.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server





Lythender Nirou
Crazy Bothan


ThGilsRooc
Thu Mar 25, 2004 6:26 pm
#20

You can't stack adhesive mesh. If you throw one, and throw another one, the first one will be cancelled. Unless, of course, that was fixed. I find that if I throw another AM after the first has expired, it won't work again. While your Rogue Fambaa may have stayed immobile for 90 seconds, I've seen many other creatures just break the mesh 5 seconds later (everyone was running away since they were all melee). If adhesive mesh, indeed, worked longer whendamage isn't dealt, you'd have a great point. I'd like to see this tested on a more broad field. [sigh] I can't wait until I go back to Ranger. I miss it.




Nemo0 wrote:

All these complaints about adhesive mesh duration. Are you still shooting during the adhesive mesh? I tried timing a few of these the other day (when an MBH friend told me they were completely useless) and they held a Rogue Fambaa imobile for about 90 seconds (minute and a half--plenty of time to get away). When shooting, that dropped to about 5 or so. I use the adhesive meshes on bad pulls, not for combat. The phenacine works much better for kiting. While it might be nice to have a trap that keeps stuff from moving under fire for a long time, it would be very exploitable. The only real problems I see with adhesive meshes are the stack size and the ability to hit (that rogue fambaa ran through quite a few stacks for the small number of tests I tried). I'd still love to see an AoE version, though.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server











Colonel Th'Gils Rooc
Webel Ace Pilot x2
I would ace more squadrons if they'd just fix the remaster bug.
Pulp Phantom
Nemo0
Thu Mar 25, 2004 8:26 pm
#21

I can't say for sure about the adhesive mesh (I rarely use it except when specifically testing it) but I did try it several times on the same fambaa (and 2 others that spawned from the same spot). I threw it and immediately peaced (maybe it's not damage but actually attacking? I know you can get agroed for "attacking" a creature lair from well outside range). I know it's not exactly thorough testing (I only went through about 10-15 stacks or so) but it is definately worth looking into. I might do a slightly better test if I ever bother to collect enough polymer to make a crate.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server





Lythender Nirou
Crazy Bothan


Wideshot
Fri Mar 26, 2004 12:39 am
#22

Increased trap thowing speed - as commandos get with their thrown weapons.

Slow poison - Reduce creatures attack speed by, say, 30%.

Fear trap - large bang and flash of light to scare creatures off, as per warning shot but with 10-20 sec duration.

Lure Trap - to bring high level creatures from their herds (as promised by Devs last August)

Trip-wire - static KD trap to effect humanoids as well (as promised by Devs last August).

Static damaging traps to lure creatures over; maybe including bleed effects.

More AOE traps in general with a decent AOE effect; allot of creatures are large in size and therefore it is rare for an AOE trap to effect more than 1 critter; the area needs to be much larger.

Traps to actually stick higher level creatures.

Overall aim: Traps should enable a ranger to be desired as a (i) debuffer; and (ii) crowd control source for HIGH LEVEL creature hunting groups. Currently, traps are useless unless for soloing or maybe pairing up against creatures. In fact as they take so long to throw and therefore detract from my damage creatures actually take longer to die if I use traps.
Flynn_Nomad
Fri Mar 26, 2004 11:00 am
#23

They need to be able to dish out EVERY state in the game. Including knockdown.


AOE versions of all states.


DOT traps.


Should be simple enough, make the melee/ranged state rules apply.


They need to deal out poison and maybe disease.


Bigger stacks.


State durations follow ranged/melee rules


The only state that would seem to be ranger unique would be ROOT, (if memory serves me)





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Travin64068
Fri Mar 26, 2004 11:27 am
#24

How about some new traps for new damage types. Trap types I would like to see and their uses.



  • Spike Trap - Bleed

  • Shrapnal Bomb - AoE Bleed

  • Polymer Web Trap - AoE Adhesive Mesh trap

  • Gas Bomb - AoE Poison

  • Poison Dart - Poison

Plus I would like to see experimentation on traps to increase effectiveness and uses.


- Ivoe



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Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
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Calculus_Entropy
Fri Mar 26, 2004 11:34 am
#25






Flynn_Nomad wrote:

They need to be able to dish out EVERY state in the game. Including knockdown.


AOE versions of all states.


DOT traps.


Should be simple enough, make the melee/ranged state rules apply.


They need to deal out poison and maybe disease.


Bigger stacks.


State durations follow ranged/melee rules


The only state that would seem to be ranger unique would be ROOT, (if memory serves me)






If I understand you correctly, the ROOT trap (Adhesive Mesh) is actually a Scout trap.




Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
CapnKill
Fri Mar 26, 2004 12:40 pm
#26

Some sort of sleep trap that puts all creatures to sleep, allowing you to tackle them one by one.


Also first strike on a sleeping mob should have a higher damage multiplier.


A trap/bomb that causes creatures to agro on the closest thing to them... (including eachother)


Definetly some AOE mesh traps, for when things go wrong and you have 5 or 6 mobs on your ass.


Knockdown trap would be great!! AOE as well.





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