Rifleman Archive
Thread: Rifleman and Trapping
BUT
I think all traps should stay in the Scout/Ranger line, and be usable by all Scouts and Rangers and only Scouts and Rangers.
Giving only Riflman the ability to 'unlock' scout traps is a bit one-sided.
I follow the same path so would love it, but don't think an option. The 2nd post sounds more realistic, IF traps are ever able to effect PCs/NPCs.
Don't think that will happen however, though it makes sense that it SHOULD - Can trap a Famba, but not a Bothan? Hmm..
The fact that you need a scout's trapping abilities to unlock the same abilities in the Rifleman profession rather than Ranger restrains the range of usability by other professions, allowing more specialization, thus more balance.Everybody shouldn't be able to do everything.
Riflemen are near defenseless in PvP currently, and I think this would help a lot.
Just a question. How would commandos using traps be unballenced? Traps have NO use in pvp, much like the entire class of ranger. Its a strictly pve deal. There has been talk about allowing traps to work on pets, but as of now its useless. Were you talking about your proposed traps?
I absolutely agree that the current traps have to relevance whatsover to PvP.
But yes, I was talking about my proposed traps ![]()
They have continuity with trapping.. it's called Ranger. ![]()
They are designing some new traps, some even have been hinted to be useful against NPC's/PvP...
I think it would be interesting to add a continuity to the Trapping Skills, this time affecting *players*. These player-trapping skills would *only* be available to those who also develop their Rifleman skills.
You would obtain these skills through your normal Scout evolution, but would only be able to "unlock" them in your Rifleman evolution (step by step, 'til you get Master Rifleman). So those who don't go towards the Rifleman profession could not use them.
Here are examples of those skills (working titles):
1 - Booby Trapping I: Gas Trap: Player can create a gas trap that sets a "dizzy" and "poisoned" DOT on the Player.
2 - Booby Trapping II: Line Shock (AoE): Player creates an invisible "trip line" in a set area, and players running over it get their stance changed to prone for x secs (depending on trap quality).
3 - Booby Trapping III: Mine Trap: Player creates an anti-personel mine, inflicting Health damage to a single character.
4 - Booby Trapping IV: Bomb Trap (Area): Player creates a buried bomb, inflicting Area of Effect Health damage when triggered in a set area of X by X meters.
These traps would have to be set in advance to be working, and would be ideal for ambushes. If the Rifleman is Soloing, he can set the trap, and wait a few meters away. Makes for interesting strategy.
Thougts?
Who here thinks it would make sensefor the prereqs for riflemen to include Exploration IV and Ranged Support IV? I mean, we are a support class, and what rifleman *doesn't* want burst run efficiency and the ability to run up hill at full speed? I know I won't give it up, great for running away from people.
Then we could quell some of the "You only need 96 skill points" debate.
Just a misplaced thought.
The_Fatcat wrote:They have continuity with trapping.. it's called Ranger.
They are designing some new traps, some even have been hinted to be useful against NPC's/PvP...
Exactly. Sometime in the future, Rangers will get traps that are effective against NPC's. They will aslo be new type traps that are thrown on the ground, and the creature or NPC must be lured over top of it.
The solution isn't to give trapping abilities to Rifleman, it's Rifleman who should take the Ranger trapping line if they really want the traps(in the future...).