Ranger Archive

Thread: CU: Trapping

Dariane_Kamutsovy
Fri Apr 15, 2005 10:31 pm
#53

IMPORTANT: ....


I read something about the latest patch and some bugreports that I've found myself to resemble some similarities...


1. Your traps do damage, based on the weapon equiped. I mentioned this before, about 2, 3 patches ago.

2. Some guy posted same kind of bug: equipped some gun, did the firearm strike (should be kinetic damage), but combat message showed energy damage, and the same amount damage he'd get when he would have fired his shot.

3. Some people made not there is not much differense in the diverse attack options... This I'm not sure about myself tough.


So, question:


When using a trap, does it make a differense if you have no weapon equiped, some cdef, or much better?

agent156
Fri Apr 15, 2005 10:38 pm
#54

Um I don't quite follow you so forgive if I'm talking about something totaly wrong.

Ok you're standing there looking at a criter and not in combat, you throw at trap. You will shoot and throw the trap in the same 'turn'. Now if you are in a cool down period and throw a trap it won't let loose until that period is over, and again a shot will fire at the same time.

That said the only diference when fighting near my level between the weapons I have avaliable is how long it takes me to kill the criter. Level is more the deciding factor. This holds true with my attacks also.

When I had no weapon equiped and was lobing traps to get XP data they where not doing damage on their own.
frightwig
Sat Apr 16, 2005 8:51 am
#55


agent156 wrote:
When I had no weapon equiped and was lobing traps to get XP data they where not doing damage on their own.




Right 156.. traps aren't actually doing any damage. It just seems that way. I'm not sure what changes are in 15.01, but before the latest patch, it just seemed like traps were doing damage.

The reason is because as soon as a trap is thrown, depending on your autoattack, your attack hits the creature before the trap graphic reaches it. Once the trap graphic reaches the creature, a success/fail is rolled and you receive the message.

But, usually your ranged or melee attack would hit the creature before or at the same time the trap landed, resulting in what looked like damage being caused by the trap landing.



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Nemo0
Tue Apr 19, 2005 10:08 pm
#56

Edited the first post to add the fact that /rescue has no effect. You can spam it all day with no HAM cost, no visible delay, no combat spam, and no agro pulling.



Lythender Nirou
Crazy Bothan


dodtri
Fri Apr 22, 2005 12:44 pm
#57

When I was testing out my Rifleman/Ranger Bothan on TC I noticed an interesting bug. First of all, I noticed that the adhesive mesh traps do not work -- it doesn't snare creatures like it's suppose to, just gets them REALLY angry. But, when I used an adhesive mesh trap followed by a phecnacine trap the creature (most, but all, of the time) would stop moving -- completely. And as far I could tell, the creature would stay in this state indefinitely, much longer than if the adhesive mesh trap had work correctly in the first place. Has anyone else been getting the same affect? If so, we finally have a bug in our favor .
dodtri
Fri Apr 22, 2005 11:33 pm
#58



PhatCohiba wrote:
Cool.


I want to know if we are getting the +root+ on one of our traps. This is by far the bestest special since it stops creatures cold.


Opps, I meant the adhesive mesh trap is suppose to root, not snare :-) thx.
Nemo0
Sat Apr 23, 2005 10:35 am
#59



PhatCohiba wrote:
Cool.


I want to know if we are getting the +root+ on one of our traps. This is by far the bestest special since it stops creatures cold.



We've had a +root+ since launch. Adhesive Mesh. It just doesn't seem to be working right in the current build. And it only works on creatures. And it used to break after a bit of combat (like the Smuggler's root is meant to).

Also, updated the first post (forgot to mention yesterday when I actually did it....).



Lythender Nirou
Crazy Bothan


TheTemplar
Sat Apr 23, 2005 5:19 pm
#60

Seriously, shouldn't ranger traps work on NPC's and Players? Now that crowd control has been introduced to other professions I do not see why we can't get our traps to work on NPC's.



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PhatCohiba
Sat Apr 23, 2005 9:24 pm
#61

I've always been frustrated with the hit-ratio to delay time.

ie. if it takes three traps to get a hit on a high level creature and then it only holds for 2 attacks its not worth it.

but I'm glad that Adhesive Mesh is the +root+ I'll go bug it again and again.

-Phat'Cohiba



Q: where are you:

A: w0w.twisting nether.cohiba

may visit to see if things are better, but having fun with fewer bugs.
Nemo0
Sat Apr 23, 2005 10:01 pm
#62



TheTemplar wrote:
Seriously, shouldn't ranger traps work on NPC's and Players? Now that crowd control has been introduced to other professions I do not see why we can't get our traps to work on NPC's.




Ranger is outside the scope of the CU. Changes like NPC trapping are very unlikely to go in. I know the CL and XP changes did make it in but those changes affected all Scout based professions (of which many are in the scope of the CU) and not just Rangers. Critical bugs will be addressed but new content is very unlikely to be added. Sorry, I hate it too but I don't want to get your hopes up.



Lythender Nirou
Crazy Bothan


Nemo0
Sat Apr 23, 2005 10:17 pm
#63



PhatCohiba wrote:
I've always been frustrated with the hit-ratio to delay time.

ie. if it takes three traps to get a hit on a high level creature and then it only holds for 2 attacks its not worth it.

but I'm glad that Adhesive Mesh is the +root+ I'll go bug it again and again.

-Phat'Cohiba



Changes to delay time, effectiveness, and accuracy probably fall in the same area as NPC trapping. While I'd love to see it changed, I don't think it will happen with the CU (especially given the limited time until the CU goes live). It is important to bring stuff like this up but the main post of this thread needs to concentrate on CU related issues. It might be worth making a seperate thread with something like "Trapping Issues" to put these in a place where they are likely to get more visibility.

Adhesive mesh, on the other hand, is a bug. Bugs like that have a good chance of being fixed. You probably don't need to bug it all the time, though, as the first bug report should make it through and spamming bug reports is only likely to slow other things down as someone actually has to go and file those bugs. Information overload is going to be a big problem for the Devs at this point. If you bug it, post it here, and post it in the daily bug thread, it is very likely going to end up where it belongs. I recommend submitting new bug reports for old bugs only when you have extra information to add that could be useful to solving the bug (for example, if you reported a bug that seemed to happen randomly and then found a way to reliably reproduce the bug, it would be worth a second bug report). What you do is up to you but spamming (even bug reports) often causes more problems than it solves.



Lythender Nirou
Crazy Bothan


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