Scout Archive
Thread: On the new ranger traps....
So that new ranger trap.. The Tripwire thing (not sure about the name, the one that trips NPCs and creatures).. I wonder if it would work on AT-STs....
Because you can be pretty sure that we're going to have about a billion rebel rangers in a month if it does.. hee hee.. The imperials are going to be laughing themselves silly at all the non-combat rebels
*Sneaks in using the new Conceal camo kit*
*Sets up a Trip Wire Trap for Droopu because he tried to get away with a Ranger post in the scout boards. Uses the lure trap and watches Droopu walk over the tripwire.
"Nothing to see here Scouts...Move along"
I just wonder whether or not I can place multiple traps. If so, I'm going to place dozens upon dozens of traps in a relatively small area. Tons of lures and trip wires. Hopefully there's a huge SFX with these new traps (screen shaking, big boom, etc.). Should be quite a show. ![]()
Guys,
I'm assuming that if the trap can be used on NPCs, it can work on AT-STs.
But keep in mind, this will probably only knock them down briefly. So when they get up, they'll be pissed.
B
That sounds like a great trap, can't wait to reach that level. Are there anymore high level traps that work on NPC's? (/pungeepit maybe...hint hint)
Chekula
Chek,
I brought up that specific trap with the Scout dev for you. ![]()
Hopefully that'll be another that gets added.
B
That does it.
I'm going to work on the assumption that it WILL work on AT-STs and start training now ![]()
Now the question comes in.. If a covert rebel uses the trap a) will it work, and b) will it TEF them..
This is why I love this game. The implications of this ONE trap can seriously change some balance issues (if it's used REALLY well.. heheh).. Can you imagine when bigger changes come in? Woooo..