Rifleman Archive

Thread: Rifleman and Trapping

StealthNuck
Mon Sep 15, 2003 1:29 pm
#1

Hm, I use traps a lot when hunting with the rifle...

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.



Caius - | Master Useless Class | Master Rifleman
Eclipse
RandoD
Mon Sep 15, 2003 1:38 pm
#2

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..




Rrrando -- Wookiee -- StarSider -- Trinity -- Events Planner
Come see the famous Drunkan Gungan Cantina on Naboo
junpai
Mon Sep 15, 2003 1:46 pm
#3

Nice idea, but i doubt it will happen. The ranger trap line as is sucks a big one. At master ranger, I get 2 traps that scouts do not get. They both really suck. Granted, they are working on making new traps for rangers. This will help us out. But really, i dont see riflemen getting traps before rangers do, if at all. Just become a ranger if you want more traps. They will be coming along fairly soon.



Junpai Al'war
Melee Bothan
ATXTs
Iowa
Mon Sep 15, 2003 1:50 pm
#4

I have to disagree with that. If you're a Commando or Pistoleer also going for Ranger, the new traps would totally unbalance combat, letting you become you an offensive bulldozer.

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.



:: shamsee iowa :: bushman :: tyrena, cor.::

junpai
Mon Sep 15, 2003 1:56 pm
#5

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?




Junpai Al'war
Melee Bothan
ATXTs
Iowa
Mon Sep 15, 2003 2:34 pm
#6

I absolutely agree that the current traps have to relevance whatsover to PvP.


But yes, I was talking about my proposed traps






:: shamsee iowa :: bushman :: tyrena, cor.::

Iowa
Mon Sep 15, 2003 2:35 pm
#7

(edit) ...have *no* relevance to PvP.




:: shamsee iowa :: bushman :: tyrena, cor.::

The_Fatcat
Mon Sep 15, 2003 2:42 pm
#8

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...




- Ute
- Ahazi
- Rifleman/Ranger
Iowa
Tue Sep 16, 2003 12:57 am
#9

Who developped their trapping skills as a Scout, and use them in conjunction with their Rifleman skills? I find them quite useful (not telling my techniques, of course

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?



:: shamsee iowa :: bushman :: tyrena, cor.::

SocialConformer
Tue Sep 16, 2003 7:05 am
#10

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.





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StealthNuck
Tue Sep 16, 2003 7:20 am
#11



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...).



Caius - | Master Useless Class | Master Rifleman
Eclipse
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