Ranger Archive

Thread: CU: Trapping

Owen-Lars
Sun Apr 03, 2005 4:50 pm
#27

Yeah heh.


Im going to be copy/pasting these into reports then explaining each point specifically and ways to fix it. Ill do this with all 6 departments and hopefully it will help me tonnes in getting the overview nailed down regularaly. Would also be cool if when something is fixed or new to the list it can be highlighted somehow. Perhaps new ones (less than a week old apear as yellow, current issues white and fixed/addressed ones red or strikethrough. I can just imagine having difficulties going through each later on saying which ones are new and which ones ive already wrote about etc.



THORTAC BALCOR
The Lost Ranger
RANGER
Nemo0
Wed Apr 06, 2005 8:28 pm
#28

OK, trapping now seems to be working.


Also, I've noticed that the rescue icon is still the old one (i.e. the rescue symbol in the CU is the same as in live).


And the issues have been updated.



Lythender Nirou
Crazy Bothan


agent156
Thu Apr 07, 2005 4:10 am
#29

Trap XP is good now. I had no problems flying through the tree. Others seem to be doing the same.

There is a delay if you hit one trap then another. Say if you fire a bone spur then a glow-wire. The delay is shorter than the old one. Traps do not cause a cool down on your other combat moves, in fact you shoot and throw traps at the same time. Other items do this also (Sims) so I don't think its a bug. Its a big up nerf if you ask me.

If you press one stack of traps over and over they go out as fast as you push the button. So the delay is still buged there.

On low level creatures Glow-juice and Bone Spur are working great. L-darts seem pointless as always, and meshes don't help me much (I'm all ranged). I haven't tested the others very hard yet, so I'll let you know.
OhGod3001
Thu Apr 07, 2005 5:58 am
#30


agent156 wrote:
On low level creatures Glow-juice and Bone Spur are working great.


Are they? I must admit I'm a bit confused about the accuracy system now, don't know whether it's bugged or 'working as intended'. Either way I seem to have a hit ratio of close to 100% on most stuff (regardless of posture/range - takes the rifleman feel away for me, but I digress...), and critters seem to have a similar hit ratio back. With the new changes where you hit for the same amount of damage each shot I've been able to test traps a bit further;


  1. Glow-Juice - As I already hit close to 100% it's hard to tell if this made me more accurate. Damage to them remained the same (113 per shot)

  2. Bone spur - Critter ends up with the pulsing in front of it's eyes so I guess the blind 'stuck', but seemingly no change to it's accuracy.

  3. L-Dart - Dizzy is now supposed (per TK tree) to lower accuracy and defense. Can't say I noticed an accuracy change, and at the time weapon damage was still variable each shot so hard to tell if it affected damage. Need to retest defense drop later today.

  4. P-Dart - Seemed to work, although the +Snared+ message seemed different than when we were messing with the /kneeshot thing which had the bigger, more cartoony font for the +snared+. Though the font change doesn't matter it suggests they're using different code for our snared than for the /kneeshot snare. We should monitor this to make sure we're not being short changed somewhere

  5. Adhesive mesh - Not had a chance to test yet, but as with the P-Dart it would be good to check if this is now the same routine as the /stoppingshot root, which seemed to last longer and didn't seem to break when the target was attacked, something that I had happen with the mesh.



I think updating P-Dart and adhesive mesh to the new states should be pretty easy, and I don't see any reason why we can't as we have the hassle of making the traps so it's not like this will be unbalancing in anyway. Of course, the root/snare shots work on NPCs and PCs alike, but I guess getting this kind of change is out of reach!



====================================
The question is this: Given that God is infinite, and that the universe is also infinite, would you like a toasted tea-cake?
agent156
Thu Apr 07, 2005 11:08 am
#31

I was geting 40 hits on glorgs with out glow juice or wire and then geting 46 with them. So the damage does go up. Wait those numbers sound all wrong... I lost the paper, it was like 5% more.

As for missing or not its hard to tell, at this level I miss a lot any way. Any thing with a random element in it like that is going to take more work that I think we can put into it.

Noise makers up the damage I was landing a point or two, they brought down the damage I was taking near 20%. 20% less that is.

The Glow/stun combo is nice.

Stink Bombs help me land Firearm Strike and the state based traps. Its a great way to open your attack.

P-darts are doing what they always have. A great back up when Firearm Srike doesn't root them.

L-dart I haven't got back to yet. Dizzy is listed in the TK tree as droping Accuracy and Defences, so we will have to look into that. Hopefully dizzy works well on creatures now, that will make the sonic pulse a very usefull trap.

I have to say at a low level the traps didn't help as much as the do now at Level 10. I couldn't kill the things I'm killing now with out them.

Message Edited by agent156 on 04-07-2005 01:11 PM

Dariane_Kamutsovy
Thu Apr 07, 2005 11:20 am
#32

So far a few of my trapping experiences:


* trapping does give decent xp, same as it was before life... Round 27xp for low levels, up to 137xp for dewbacks (I notice this cause I recently went trapper on TC, so I remember)


* I've not tested the "trap sticky" thing but it looks a bit like a 50/50 shot. Tough, I noticed the lower the level of the creature compared to your level, the higher the chance it is it will stick.


* At level 7, I can kill Worrts (can't recall level) by using traps alone! That's something different from live.


* Some combination on traps are real "killers"... stun/glow is nice, but also phec/glow is nice.. you could keep walking away faster from them and keep shooting them. Good combo for ranged. However, unfortunately to my bad TN skills yet (scout 2xxx) I cannot even outburstrun a dewback, even while it's under influence of phecnacine...


I think we should get to think about what the traps REALLY should do (state-wise, damage-wise) and see how they actually work on low level/same level/higher level critters then you yourself are.


agent156
Thu Apr 07, 2005 11:27 am
#33

Oh I almost forget Traping is not geting the "isperation" buff +10% XP.

Scout and Camping aren't either.
Nemo0
Fri Apr 08, 2005 6:17 pm
#34

Updated the main post.



Lythender Nirou
Crazy Bothan


Owen-Lars
Fri Apr 08, 2005 6:22 pm
#35

great stuff cheers mate


BTW, all alpha testers: ROTW is going live today on tc5. those flagged for beta (you in others words) will have access to the rotw content.



THORTAC BALCOR
The Lost Ranger
RANGER
agent156
Fri Apr 08, 2005 8:18 pm
#36

The "disco lights" effects are not showing up all the time for states, this is true of weapon applied stats and trap states.

Some times these effects show up above the creature, sometimes below. Mostly this happens with the stun state from the noise maker.

The L-Dart is giving the same effect that posion give in live, I.E. the floating skull and cross bones.

The effect for stun looks a lot like the old icon for Dizzy.
frightwig
Fri Apr 08, 2005 10:14 pm
#37

Just a comment on trapping XP.. To me, it actually seems lower than on live.

Durnis gave me something like 21xp or 27xp, but on live they give 50 trapping xp. Incidentally, trapping XP seems to equal scouting XP. So far, I've gotten pretty low trapping and scouting XP from white and yellow mobs.

I'm guessing the trapping xp formula hasn't changed, but the CL has so it seems a bit different.

[edit: Oh, I was marksman 3002, scout 1010 when I tested this]

Message Edited by frightwig on 04-09-2005 01:17 AM



kimi raikonnen Kauri
° [Carbineer] :: [Bounty Hunter] :: Imperial Storm Trooper
° [Imperial Pilot Ace] :: Storm Squadron
° [Imperial Pilot Ace] :: Black Epsilon
° [Imperial Pilot Ace] :: Imperial Inquisition

WildBil2Me
Sat Apr 09, 2005 9:21 pm
#38


Here's a fun trapping bug for you.


Try throwing a trap at "a spineflap soldier" "handmaiden" or "guard."


You'll get the following message.


"The trap can only affect creatures."

Message Edited by WildBil2Me on 04-10-2005 12:24 AM



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Dariane_Kamutsovy
Sat Apr 09, 2005 9:33 pm
#39






WildBil2Me wrote:


Here's a fun trapping bug for you.


Try throwing a trap at "a spineflap soldier" "handmaiden" or "guard."


You'll get the following message.


"The trap can only affect creatures."

Message Edited by WildBil2Me on 04-10-2005 12:24 AM






Have had it happen too on a giant mountain worrt!!!


Page 3 of 5