Ranger Archive
Thread: What should happen to trapping?
DaveG wrote:
How about we dump the combat level system all together? Since it broke a load of things and didn't fix anything.
let's all board the train to Hyperboleville. maybe we can see the Leaning Tower of Exaggeration.
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nah, I'm kidding with ya, Dave. I agree that the CL system was the last, worst idea from the dev team. They had 2 other systems planned out, but they would've required massive balance testing and development time...and they had to have the CU out with RoTW, which had to be out by May 5th (dictate of LA that all Episode 3 games had to be out by then).
Phenix1050 wrote:
...and they had to have the CU out with RoTW, which had to be out by May 5th (dictate of LA that all Episode 3 games had to be out by then).
Heh, so much for "It'll be published when it's ready". [expletive deleted]'s. Perhaps someone should have told someone that SWG isn't an Ep3 game, despite appearances
Squygxicus wrote:
To make an short post even longer, They changed the requisite for Doctors, from master medic to two lines of medic, why dont they change the Ranger prereq.'s to only two lines of Scout, then mess with the Ranger traps to fix them XP wise.
When they changed the docs prerequisites they removed the crafting element from the elite profession, moving it so its covered by a (non-prereq) line in medic and BE. A similar move for Rangers would see all traps/camps move down to Scout and maybe across to, dunno, SL?
I doubt we'd lose the prerec of Master Scout without losing something above it that depends on it.
I think 3 is the best.
It might be inevitable to move some traps up into Ranger. Much like weapons were pre-CU, there were more choices at the starting level (Scout) than at the Elite level (Ranger). A Master Ranger should have better everything than a x2xx Scout with P-darts. Better accuracy, better traps through experimentation, and ability to trap higher level creatures. I've heard a lot of scouts that are high combat level but can't get their trapping up because they can't hit anything their level. Trapping might be better to level based on the CL of the creature, so that the higher your skill the more creatures you can trap. A Master Ranger with no other professions should still be able to trap a krayt (or other 80+ creatures), as it is the skills that apply not the player's CL.
I doubt we'd lose the prerec of Master Scout without losing something above it that depends on it.
CL30 with TL50, working CL29-31 lairs.
Tried a few lairs each method, crafted up traps in between times.
Method One. Plain Vanilla.
No traps. Just headshots. nothing fancy.
Averaged 1822 Rifle XP, 182 Combat XP/kill.
Method Two. Stickem Down.
2 pops to root, then HS to kill.
Averaged 1044 TXP, 627 Rifle XP, 62 Combat XP/kill
Method Three. Bombad Blaster
Dump 2 of each traps on critter, pausing to wait till state indicators lifted, if any.
After last state went up, kill it with HS.
Averaged 1044 TXP, 627 Rifle XP, 62 Combat XP/kill.
So, we're getting roughly a 3:2 ratio trap:weapon XP with combat XP always coming in as 10% of weapon XP only.
The creatures seem to be 'angry bags' containing a fixed amount of XP which is divided down depending on whether you used traps or not. This means it looks like the old trick of bombing them with wires doesn't work and, if you're in a group, there's little value in tossing more than ~2/3 traps. (I'll be going back out in a couple of groups tomorrow to confirm if this is the case)
Just checking back thru my logs, on one lair I hit the critter with one trap then HS to kill, got roughly the opposite share of XP.
Also, just to confirm no changes in trapping in current test build, state effects did not affect the damage done by any significant amount. Hitting for 381 with aimed shot, maximim variation I got was +2 damage with the stun trap (sonic). Everything else, the creature seemd to hit back as hard, or take as much / little damage as before.
actually, there is a difference in how many traps you throw.
I've found through testing that when a creature aggro's you (red exclamation point above their head) that it only takes 1 trap to perma-root it.What normally happens though is people throw a trap, that trap sets off the red exclamation point and the next trap roots.
Took a newb scout up to CL18/TL20 to try this. Got trapping III to get u-know-what.
CL20 Ronto missions, wanted something that doesn't spit further than my scout blaster can shoot.
Two traps..
346 Trap XP/kill
2056 Pistol XP
204 Combat XP
Three traps
534 TXp
2068 PXp
206 CXp
Four traps *Boss*
590 TXp
1812 PXp
180 CXp
Ten traps (8 stuck)
786 TXp
1616 PXp
160 CXp
Did two more lairs, v. similar results. Nearly 6am here so not doing math as need to be out in about an hour and a half. :/
So, CL20 Ronto seems to give abt 2300XP which is split depending how many traps used, but in favour of weapon XP. Note you lose a fair proportion of your combat XP off that. Remember also that thats on a Live server, so double XP (or half that XP for real time).
So, its do-able, but its going to be pig slow and you'd need to go up 10CL before the CL20's con grey. (CL30 is roughly a full line in an elite prof over Master Scout.)
Almagill wrote:
Squygxicus wrote:
To make an short post even longer, They changed the requisite for Doctors, from master medic to two lines of medic, why dont they change the Ranger prereq.'s to only two lines of Scout, then mess with the Ranger traps to fix them XP wise.
When they changed the docs prerequisites they removed the crafting element from the elite profession, moving it so its covered by a (non-prereq) line in medic and BE. A similar move for Rangers would see all traps/camps move down to Scout and maybe across to, dunno, SL?
I doubt we'd lose the prerec of Master Scout without losing something above it that depends on it.
i would agree with you on not losing master scout, if they would actually make master scout and Ranger worth 140skillpoints.