Ranger Archive

Thread: CU: Trapping

Owen-Lars
Fri Apr 01, 2005 8:30 am
#14

Apparent Fix:


Ok traps seem to be fixed this morning. They now delay from when you throw them (so you can burn of an entire stack of wire mesh's in a second heh).



Anther Issue has surfaced though:


In the new system assisting is greatly improved. Basically you can target a team mate (the tank for example) and you activate your specials aim and they will be redirected to their target. So like ken might be hitting a squall, i target ken and fire a ranged shot and my ranged shot hits the squall whilst im still targetting ken. Whilst assisting your heals and such fire off at the group member you are targeting, whilst your damage shots hit their target. Its much like the system in COH for those that have played it and works great.


The issue though is that:


When you are assisting the tank or group member (targetting them to hit their target) you cannot fire traps as they do not redirect to their target. This means you have to manually target the mob in order to fire a trap and this puts us at a disadvantage.



THORTAC BALCOR
The Lost Ranger
RANGER
agent156
Fri Apr 01, 2005 9:15 pm
#15

I want them to put traps in the frog, or give me stacks of stuff to run them. It gave me a factory.

The stack of 500 C12s it gave me put the idea in my head.
WildBil2Me
Sat Apr 02, 2005 2:26 pm
#16


Notes in green represent findings as of April 2nd. As of this post I'm 2/1/0/1 Marksman, and 1/1/1/0 Scout.


Trapping:


  • How effective are traps both in scout and inranger post cu?


    • I'm finding that they "stick" about 50% of the time on creatures upto level 9 (currently conning purple to my level 3 char).
    • Wire Mesh: was not doing its job.
    • Glow-Juice Trap: does not appear to be aiding in ranged accuracy as of yet.
    • Lecepanine Dart: Does not seem to be doing anything.
    • Sharp Bone Spur: Right now its causing mind damage (nothing special since low level critters aren't using mind for any kind of specials) and blindness which doesn't appear to be doing anything special.

  • Do they aid you in combat?


    • For the 4 traps mentioned above there is absolutely no percievable benefit.
    • XP gain from them appears to be changed and I'm not sure its high enough based on levels. (added per Nemo's request) This is based solely on memory. When I first did the Trapping line for scout Trapping XP = Combat XP = Scout XP at time of harvest.




If I thrown a trap at a gnort and got 30xp then when I killed it I would get 30 combat xp and when I harvested it I'd get 30 scout xp. I remember this very distinctly. Tomorrow I'll run a brand new char on a live server and compare the xp gain to see if this is still the norm at low levels.



  • How effective are they against creatures of varying levels?


    • As stated above they have about a 50/50 stick rate.
    • They do not appear to be doing anything beneficial so far.

  • Any changes to traps? No intentional changes appear to have been made. All changes appear to be side effects of other changes.
  • Any bugs/issues/exploits regard traps?


    • Bugs: They are not timing themselves within the Combat Queue as they should. No white or yellow signifier as to when they're going to be thrown in relation to other specials/skills. No state note on the target if the trap succeeds in applying something like blind.
    • Issues: The first 4 available in scout are very very useless. They do not have working debuffs or beneficial effects.
    • Exploits: you can throw 2 at a time to increase XP gain. You canthrow a trap andfire a weapon simultaneously.

  • Does trapping provide a fun and engaging set of abilities post cu?


    • In the first few days of CU Beta they do not provide anything I'm afraid.




As per Nemo's request I've added and expounded.


Message Edited by WildBil2Me on 04-02-2005 08:17 PM

Message Edited by WildBil2Me on 04-02-2005 08:17 PM



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Nemo0
Sat Apr 02, 2005 5:59 pm
#17

Just to make sure everything is complete, please include your trapping level when talking about trap effects. I'm guessing that WildBil2Me has trapping 1 (from the traps listed) but it is useful to include the skill level in the post when possible.


As for xp rate, how has it changed? Remember that the challenge level of creatures and such in the current game is potentially different than in the CU. Does this just seem like the reduced challenge levels of the targets you are fighting at low marksman levels is causing trapping xp to be too low (i.e. instead of fighting level 5/6 creatures when you first get in the game, you are fighting level 1/2 creatures) or has trapping xp gone down when compared to the same level creatures as before? Either way it is important to mention to the Devs but the cause is useful to know.



Lythender Nirou
Crazy Bothan


Deadtech
Sat Apr 02, 2005 6:02 pm
#18

I have noticed that about 50% of the time after a trap sticks the creature doesn't even come after me. A tactic I use as a melee ranger for bringing targets to me instead of having to chase after them.



|Server: Test Center|
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AragornSoS
Sat Apr 02, 2005 7:42 pm
#19

Current Level - Trapping 1


Change of getting Trapping 2 => 0%. Right now, I actually can't throw a trap to even test. Every time I attempt to, I get the system message "You can not use a trap right now." Doesn't matter if I've already initiated combat or not. Either way I get the "Cannot use" message.


FWIW, the same thing is happening to me with the C12 nades as well (just grabbed a stack to see if maybe it's something to do with "things you can throw" having the code borked). I've already bugged in game, but wanted to report back here too. I haven't even been able to do as thorough a test on trapping as WildBill, since, well - I got Trapping 1 this AM, and just made traps to test, and I can't throw 'em.



Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
WildBil2Me
Sat Apr 02, 2005 7:53 pm
#20






AragornSoS wrote:

Current Level - Trapping 1


Change of getting Trapping 2 => 0%. Right now, I actually can't throw a trap to even test. Every time I attempt to, I get the system message "You can not use a trap right now." Doesn't matter if I've already initiated combat or not. Either way I get the "Cannot use" message.


FWIW, the same thing is happening to me with the C12 nades as well (just grabbed a stack to see if maybe it's something to do with "things you can throw" having the code borked). I've already bugged in game, but wanted to report back here too. I haven't even been able to do as thorough a test on trapping as WildBill, since, well - I got Trapping 1 this AM, and just made traps to test, and I can't throw 'em.







This appears to be a hotfix aimed at curbing the "bug bombers" that were decimating the yard trash all day today. An unfortunate side-effect was the loss of traps as well.


For what its worth it appears that traps and grenades actually operate off of the same system. Turn off grenades and you turn off traps maybe. Another reason to push for combat bonuses??? maybe!


In the meantime I've bugged this (and I recommend everyone else does as well) as we'll be unable to test 1/4 of the Scout profession until its fixed. That means we won't know what's going on with higher level traps til its possibly too late. Bug it in game using the /bug command and then bug it on Tiggs' bugs thread. I'm sure Owen and JBMatt will be letting the Devs know what's goin on as well.





Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Nemo0
Sat Apr 02, 2005 9:56 pm
#21






WildBil2Me wrote:





AragornSoS wrote:

Current Level - Trapping 1


Change of getting Trapping 2 => 0%. Right now, I actually can't throw a trap to even test. Every time I attempt to, I get the system message "You can not use a trap right now." Doesn't matter if I've already initiated combat or not. Either way I get the "Cannot use" message.


FWIW, the same thing is happening to me with the C12 nades as well (just grabbed a stack to see if maybe it's something to do with "things you can throw" having the code borked). I've already bugged in game, but wanted to report back here too. I haven't even been able to do as thorough a test on trapping as WildBill, since, well - I got Trapping 1 this AM, and just made traps to test, and I can't throw 'em.







This appears to be a hotfix aimed at curbing the "bug bombers" that were decimating the yard trash all day today. An unfortunate side-effect was the loss of traps as well.


For what its worth it appears that traps and grenades actually operate off of the same system. Turn off grenades and you turn off traps maybe. Another reason to push for combat bonuses??? maybe!


In the meantime I've bugged this (and I recommend everyone else does as well) as we'll be unable to test 1/4 of the Scout profession until its fixed. That means we won't know what's going on with higher level traps til its possibly too late. Bug it in game using the /bug command and then bug it on Tiggs' bugs thread. I'm sure Owen and JBMatt will be letting the Devs know what's goin on as well.






And we won't be able to get to Ranger if they don't put it on the frogs (once they open up elite trainers).



Lythender Nirou
Crazy Bothan


AragornSoS
Sun Apr 03, 2005 5:45 am
#22

I've bugged it in game and posted over on the TC bug thread.



Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
WildBil2Me
Sun Apr 03, 2005 5:58 am
#23






AragornSoS wrote:

I've bugged it in game and posted over on the TC bug thread.






ditto here.



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Nemo0
Sun Apr 03, 2005 4:27 pm
#24

Current issues added to the top post.



Lythender Nirou
Crazy Bothan


Owen-Lars
Sun Apr 03, 2005 4:35 pm
#25

Good man


Also, for the future, any issues that are fixed, instead of deleting them could you just make them red or with a strikethough or something? I need to know what has been worked on, what has been fixed AND the current issues etc.


Would be great if you could do that for the future.


Im wanting alll the department heads to start something like this, a section of current issues and also highlight what issues have been adressed/worked on/fixed.



THORTAC BALCOR
The Lost Ranger
RANGER
Nemo0
Sun Apr 03, 2005 4:39 pm
#26






Owen-Lars wrote:

Good man


Also, for the future, any issues that are fixed, instead of deleting them could you just make them red or with a strikethough or something? I need to know what has been worked on, what has been fixed AND the current issues etc.


Would be great if you could do that for the future.


Im wanting alll the department heads to start something like this, a section of current issues and also highlight what issues have been adressed/worked on/fixed.






Already planned on that. I just hope the list doesn't get too long.



Lythender Nirou
Crazy Bothan


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