Ranger Archive

Thread: to those telling traps are usefull

ClaudCrimsil
Mon Jun 07, 2004 4:11 am
#1

can you please teach me how to ue them?

i am a master ranger rifleman

i usually hunt with no armor and find great to camouflage and use area track to find my beasts..


but i never ever used a trap now that i am a master ranger simply because when i use a trap


a) the monster immediatly aggros me


b) it s SLOW (the player even has to stop to throw) and in the meanwhile i get that dizzy-stun effect (that doesn t seem to produce anything usefull to me) i can do a lot more damage with my rifle while escaping from mobs (as well as usung special that make the same effect even with multiple targets)



so PLEASE teachme how to use them since i ve heard many of you saying they always use them and find it very usefull...



(perhaps it s not usefull because i use to solo when i hunt?)



anyway i won t probably drop trapping cause i want to be a master ranger...

but as it is now it s an ntire skill branch i NEVER use...


while frontiering is surely not that usefull andi don t use camps very frequently (cause i never need to heal myself by killing the creatures i harvest.. ) but they are at least cool and in a group i use them...


trapping is really something i never use... i am keeping it just because i want to be master ranger...



'Claud Crimsil (StarSider)
Master Ranger/Master Rifleman
Nemo0
Mon Jun 07, 2004 4:23 am
#2

As a Master Rifleman, I never bothered to use traps. Stuff died before it reached me so I never had to worry about that (and no, I didn't use concealshot). Using traps would have actually ended up with me dying more often. Freezing a Rifleman in place (at least when not planning to kill the creature before it notices you) is a very bad thing to do. Unlike pistols, rifles are quite bad at close range. Throwing a trap will bring that creature into close range. Oh, and the most useful traps are the scout ones anyway. Phenacine Dart and Adhesive Mesh (whentheyhit) are actually useful for a Rifleman. But you miss often enough that throwing the trap is more likely to get you killed than just shooting. I found suppression fire and warning shot to work much better.



Lythender Nirou
Crazy Bothan


Cambylobacter
Mon Jun 07, 2004 4:27 am
#3

Im a Master Rifleman Ranger


Actually, in the main traps are pooey for me, but I use the Phecnacine Dart a heck of a lot. If a nasty critter is coming after me, it allows me to slow it down so I can maintain my distance.



I'm a big fan of that particular trap.





Oh my Gawsh!
Thar's gonna be a baby leezard Rangah!.
o_O
DND_Cas
Mon Jun 07, 2004 4:50 am
#4

As a Master Fencer & Master Ranger I use the stun traps alot as its a status effect that I can't land otherwise.



Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
GTOfire
Mon Jun 07, 2004 5:19 am
#5

it's not useful to you for reason a) they agro.


A good reason, so valid it will never cease to be the winning argument.. for your profession template and your style of play. To a rifleman who relies on concealshot, agro is simply a destroyer of that playstyle.


I'm a Ranger - Pikeman, I ALWAYS get the agro already, so reason a is not applicable. Reason b is also not applicable because I can't do damage from 50m out to begin with. Rather than run to the animal and beating it over the head with my stick, I can stand still, inflict 3 state effects and THEN beat it over the head with my stick, since it has already come running.


Not to mention asa Pikeman, I have Stun1 and 2, but no means lof dizzying orblinding an opponent, traps are my only way of getting that done, and are very reliable for that.


So yes, traps are useful, but we can't teach you how to use them because the two arguments you mention are simply too strong to be countered by the 'free' state effect bonusses. If you want traps to work for you, your playstyle simply isn't the way to go (not to say it's an evil playstyle )




--------------------------------------------------
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General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
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darmokVtS
Mon Jun 07, 2004 5:24 am
#6


GTOfire wrote:

Not to mention as a Pikeman, I have Stun1 and 2, but no means lof dizzying or blinding an opponent




polearmarea2 does make targets dizzy. Thing is, it's pointless on creatures as we know (they get up immidiatly after a kd no matter if dizzy or not).

Then there is blind. The creature's hit:miss ratio is as far as I can tell not overly affected by this, *if* there is an effect, it's very minor and as many others not worth bothering.




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
darmokVtS
Mon Jun 07, 2004 5:25 am
#7



DND_Cas wrote:
As a Master Fencer & Master Ranger I use the stun traps alot as its a status effect that I can't land otherwise.




So basically you make a target easier to hit (stun lowers defense) that you hardly miss in the first place as a master fencer?




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
DND_Cas
Mon Jun 07, 2004 5:47 am
#8

It also lowers their damage potential slightly. That and indimidate pretty much keep me alive while tanking some of the larger critters unarmoured.



Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
ClaudCrimsil
Mon Jun 07, 2004 6:09 am
#9

this means i actually don t use 8 (4 rgr+4 scout) boxes i have



'Claud Crimsil (StarSider)
Master Ranger/Master Rifleman
DND_Cas
Mon Jun 07, 2004 6:45 am
#10

Here's a question for you Claud - do you hunt unbuffed? One of the reasons traps are better than the combat moves is because they are cheap on the HAM.



Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
Fred_Skinner
Mon Jun 07, 2004 7:06 am
#11

Traps, as they are currently implemented, are not useful to ranged professions. Same thing for /rescue. It was a tad usefull as a newbie, slow-firing rifleman when I was leveling. As a master it will slow you down and stealth is better (if you can get it... best not break it by throwing a trap). Your range is better then the trap anyway, might as well not mess that up.


Last time I threw a trap was for giggles.... in Feb. was it? If you really want to draw aggro, throw a Ranger trap





Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Kiryoku
Mon Jun 07, 2004 7:19 am
#12


something you might want to try... get a trapping droid and fill it full of phecnacine darts...


it may not really count as "tactical trapping"... but should something actually start charging your rifleman self, you can slow it down a bit without gettingrooted yourself... the only real drawback as far as i can see it, is that any creature lasting long enough against you to actually charge will probably not be affected by the trap...


again, this is only really handy for a rifleman if you are unarmored and unbuffed... i've found that when a creature does end up charging me, i've got insanely low action and mind from hitting him with /headshot... at least bowcasters have low HAM costs...

Message Edited by Kiryoku on 06-07-2004 07:20 AM



kago

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darmokVtS
Mon Jun 07, 2004 7:29 am
#13



DND_Cas wrote:
It also lowers their damage potential slightly. That and indimidate pretty much keep me alive while tanking some of the larger critters unarmoured.





As I played around a bit with fencer too...

While centered I hardly did get hit, at that point while I tried fencer (and didn't like it because of the weapons - I am no Tusken so a gaderiffi just doesn't look right) I didn't use armor at all ... no need for intimidating or lowering damage with stun for creature hunting besides real high end stuff where traps 'stick' very, very rarely anyway.

The 'bandwith' of creatures where this might be of any help actually (those hitting you besides your high melee def and dodge that still can be affected on a 'reliable' base by a trap) is very, very small (given that you are constantly centered which most melee players are).




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
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