Scout Archive
Thread: Month 2 discussion Traps
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Sinkuu
Tue Mar 08, 2005 5:01 am
#14
I think it's 50... but I seem to have issues at it, so I usually go to 49. never a problem, then. 
SioBabble
Wed Mar 09, 2005 12:47 pm
#15
I miss my glow wires, but p-darts are nice, too, and you don't need anything but the bare novice box to use them.
The catch, of course, is that sheer brute force works just as effectively if you're fully buffed. so why bother?
Sojourner
Wed Mar 09, 2005 3:30 pm
#16
SioBabble wrote:
I miss my glow wires, but p-darts are nice, too, and you don't need anything but the bare novice box to use them.
The catch, of course, is that sheer brute force works just as effectively if you're fully buffed. so why bother?
:yoda
nce you start down the dark path, forever will it dominate your destiny.
Resist the pull of the UB3R side of the force!
agent156
Fri Mar 11, 2005 10:35 pm
#17
LowbaTherf wrote:As a rifle user, I have shied away from traps since they aggro the creature, and (being unarmored and unbuffed) I have very little in the way of protection once a creature sniffs me out. Is there a tactic or strategy I am overlooking that can help me use traps while using conceal shot, or maybe help me when a creature aggros me?
Answered your own question there.. once it agros you. And at some point you'll move up from conceal shot. Once you fill in the x/x/x/4 branch and get some speed conceal shot is mostly a party trick. At this point traps become more usefull.
If something is about to come pound on you pop a adhesive mesh or a p-dart on it so you can run. This lets you get away with having to use your burst run... most of the time. Which of the two to use depends on the creature , the enviroment, and how dead it is. You'll have to feel this out on your own. P-darts are the one to use most of the time. If its not going to DB pop a Noise maker on it and try you luck.
When you get the point that heads shots are more usefull you learn where to stack the trap in your combat queue so that just as the critter is about to agro you've got a trap on its way.
That said even as a Master Rifleman/Master Ranger I'm still a gimp with traps. Why? Cuase they whern't very usefull to me as a Scout/Novice Rifleman. They where like screaming "hey I'm over here! come kill me!"
P-darts and Noise makers are the ones I use most. Glow wire/juice is good untill you get some accuracy. Once you have Master... defences? what defences? I could be wrong about how much this could help me. But I really seem to do the same damage in the same amount of time either way. Once again I'm still learning with these things.
Sadly I have to say that they are more usefull to me Buffed/Caned. Juvi Krayts are a LOT easier stuned and stuipid.
WTS
Tue Mar 15, 2005 2:48 pm
#18
when i was a ranger/rifleman, i used adhesive mesh in a trap projectile droid.
there are three main advantages to the droid trap module:
- when droid is throwing you don't loose a combat turn.
- adhesive mesh is only 2 charges per pack, but packs combine inside a droid.
- operating a droid takes up less toolbar space than traps. (commands were throwtrap, harvest, and follow.)
my main way of attacking things would be to pull a target out of the crowd with a bleed. then i'll have the droid throw the adhesive as the target charges. when the target gets unstuck, i give it a posture change (supression fire). by the time it stands back up, i can reapply adhesive. rinse and repeat until target is dead. then the droid harvests the hide or whatever from the corpse.
my droid was an r3 with a trap module, 110 med module, and 4 harvest modules (it wasn't the best at harvesting.)
there are three main advantages to the droid trap module:
- when droid is throwing you don't loose a combat turn.
- adhesive mesh is only 2 charges per pack, but packs combine inside a droid.
- operating a droid takes up less toolbar space than traps. (commands were throwtrap, harvest, and follow.)
my main way of attacking things would be to pull a target out of the crowd with a bleed. then i'll have the droid throw the adhesive as the target charges. when the target gets unstuck, i give it a posture change (supression fire). by the time it stands back up, i can reapply adhesive. rinse and repeat until target is dead. then the droid harvests the hide or whatever from the corpse.
my droid was an r3 with a trap module, 110 med module, and 4 harvest modules (it wasn't the best at harvesting.)
Sebi82
Thu Mar 17, 2005 4:49 am
#19
As a Rifleman I hardly ever used traps, except when some critters got too close to me. Then I normally throw a P-Dart to get out of there. As a Pikeman though I love traps, I use Wiremesh, noisemakers and Bonespurrs on every critter before I do anything else, then I go berserk on them. They help quite a bit by lowering mele resistance (wire), blinding the critter(bonespurr), and stunning helps as well at times. Got a qestion though, does anyone use the stink bomb often? (at least I think it's called that)
JBMat
Thu Mar 17, 2005 5:03 am
#20
The stinkbomb isstackable, meaning you can throw as many as you want at a creature and they all have a chance to stick.
I rarely use them, instead going to glow wire, which drops both melee and ranged defenses. Glow juice is melee, stink bombs are ranged, glow wire the combination.
JB
Preacher-UM
Thu Mar 17, 2005 7:35 am
#22
Melee scout/ranger traps- sonic pulses, flashbombs
I used to be a swordsman , and i found that i could supplement my profession using these 2 traps. I could inflict states on creatures that I did not have access to thru my profession. I had alot of success using these traps when i was unbuffed hunting.
Ranged scout/ranger- pdarts,glowwires,bonespurs, occasional adhesive mesh
Now I am using these three primarily with adhesive for back up. Just using maskscent and autoattacking with a rifle usually takes down most things. But when they decide to aggro on me, a pdart to slow em, and a wire to lower defenses, they usually die at my feet. This again is unbuffed . You would be amazed at what you can take down if you just apply the tools that your professions offer.
Sidenote- I am curious if anyone has had any success trapping anything over a juvie krayt. I have some dweezil that i am going to try. Me and a guildie did a juvie unbuffed and I was able to land glowwires on him with a pretty high success rate. Every little bit helps 
Huntseeker
Tue Mar 22, 2005 4:25 am
#23
JBMat wrote:I rarely use them, instead going to glow wire, which drops both melee and ranged defenses. Glow juice is RANGED, stink bombs are State defense lowers (stun, intimidate), glow wire the combination.
Had to relook up stinkbomb as couldn't rember the actual effects, though it's more a melee trap rather than ranged.
Message Edited by Huntseeker on 03-22-2005 11:34 AM
JokitoRoyo
Fri Mar 25, 2005 7:33 am
#24
Traps are great. I bought a factory just so I could make them by the crate. The main runs seem to be p-darts, adhesive mesh and Glowwire. I keep a crate of each on me at all times. I will have some of eachat the readyin my inventory. I load up the droid with p-darts usually. Now hunting style depends on situation:
When Solo I will maskscent/conceal up, throw a glow wire trap and peace out. Then go to range and begin to take out the target. If the bugger survives long enough to notice lil' ol me I have the droid launch pdarts. Slows them up nice and lets me get of quite a few more shots. If it all goes to heck, I throw an adhesive mesh andstrategically relocate.
In Groups I find myself in more of the support role. But anymore everyone seems to wait till I throw a glow wire to start in on the beasties. These situations we are hunting larger game of course and all traps seem to stop being effective ataround the juve Krayt level. Regardless I'll throw the glow, the melee artist swarm in, rifleman stay on the perimeter. Once the target has gotten down in the HAM I start having the droid kick off a few pdarts, nothing worse then a retreating mob dragging aggros in from 4 corners during its escape. Again the adhesive is used for strategic displacements.
Helpfull notes:
I know JB hates them, but I don't. Having a trap droid that has some armor a self heal module anda few good harvesting modules is a great thing. In the group or solo situation, on occasion you will get into perpetu-pull. You will not be able to disengage from combat and you see 1k+ resources decay right before your eyes. That hurts. That's why I have Trapper. He can hold some traps, he can tank and heal himself, and most importantly he can grab resources when I can't. I might get around 50% of what I would normally get in group by hand harvesting but %50% beats 0% any day.
My 2 credits for this months discussions
Caliet
Sat Mar 26, 2005 1:49 am
#25
Before I begin I will state for the record that trapping is my least favorite aspect of Scout/Ranger.
Since my guild is on Rori I take a lot of torton missions. I have found the shallow torton to be ideal for taking care of trapping XP. My pet can keep the thing occupied for a long time without killing it or getting killed. During this time I can toss two complete bars of glow wire traps (24x5x129xp no limit to amount that can be in effect at one time) then shoot it once or twice with my rifle. Set up a camp, heal the pet, create 24 more traps, disband the camp, rinse, repeat. A buffed and armored friend could probably serve the same purpose with say rancors for signifigantly more XP but I would never ask someone to stand there being eaten while I grind XP.
However...
Since this topic was posted though I have been experimenting with various traps and I think once I get my last trapping level out of the way I will find some way to make use of them as I like the effects of p-dart and some of the others. I see great potential now that I have not seen in the past but I still want to get that last 25K of XP out of the way before investing too much time into this. (I hate grinding for grindings sake but for traps I made an exception)
How I forsee my future hunting trips:
Mask Scentor cammo. Conceal shot until discovered. Send pet in. Pdart any creatures still interested in me and not my pet. Glow wire and bone spur to all, possibly a stun effect trap as well. Shoot like crazy while getting pet to engage all hostile creatures. Re-apply traps as needed. Pray.
ThGilsRooc
Sat Mar 26, 2005 1:50 am
#26
When I initially levelled Ranger, I spent a good amount of time on Dantooine. The pikets are great xp for unarmed and ranger. Not as good as rancor but... Anyhow, buffs weren't big yet so going unbuffed with weak armor was normal. I had two techniques with traps. I would pick a piket and throw adhesive mesh. The others would aggro me. I would do one of two things: I'd just run until they'd deaggro and I'd run past them and kill the one I'd trapped. As they'd file in, I'd kill them one at a time. Second thing I would do would scan the immediate area for voritors. Voritors will aggro pikets when they enter the area. So while the piket is diverted to defending itself from the voritor, I would tap away with my (at the time) gimped unarmed damage. By the time I was done with pikets, I would finish off the voritor for added xp. Now, with buffs a popular alternative, I'm using my alt to grind carbineer and level with ranger. Traps are still very useful IMHO. Reason for it is when you're prone and the creature is slow moving or immobile, my accuracy mods improve. If they rush me and attack me in melee range, I miss far more often. And I also save on armor decay. Not only this, but buffs allow me to actually shoot more than twice without stimming (carbine is SO HEAVY on ham).
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