Scout Archive

Thread: n00b trap range

Revmatt
Sat Jan 17, 2004 2:42 am
#1

There is a trap and a poison dart that novice scouts have scems for.


What is the range of these thrown items?


Are they even worth using?




T'matawyrr
Master 2 handed sharp thing swinger 4/4/0/3
Master lil doc/4004 big doc
girl guide no more
A lttle tka
former Master Thingy maker
Dont deny your lust for the wookiees.
JBMat
Sat Jan 17, 2004 5:29 am
#2

Well, if you want trapping XP to get better traps, yes.


The wire mesh roots an animal for a short period of time. The Ldarts dizzy it.


Range is the same for all levels, all the way up to Master Ranger, about 40-50m.Terrain may have something to do with this. If you watch a trap deployment, the scout throws them with his left hand.


JB

Revmatt
Sat Jan 17, 2004 7:36 am
#3

40-50m great.


If you throw more than 1 trap, is the effect cummulative?




T'matawyrr
Master 2 handed sharp thing swinger 4/4/0/3
Master lil doc/4004 big doc
girl guide no more
A lttle tka
former Master Thingy maker
Dont deny your lust for the wookiees.
JBMat
Sat Jan 17, 2004 8:21 am
#4

Cumulative effects, depends.


You can throw many many many wire mesh, get much XP. They stack.


You can throwone Ldart. Until the effects wear off, the next Ldarts fail. Watch the little dizzy icon, you can tell when the mob is no longer dizzy.


You can throw both traps, get xp on both.


You can throw trap A, trap B, trap C, and if they are all different, you get XP and the effects of each all apply. I generally throw a PDart (animal tranquilizer), a glow wire, then maybe an Ldart. Coupled with the bleeds I always start with, I have a bleeding, slow, dizzy, animal with no defenses to melee or range.


Yes, I like traps. You can max traps in less than a day. Find a hunting party, tell them you are trapping only, they won't care and you don't step on their weapons xp. Harvest and you get scout xp, and the materials to make more traps. What a deal for you.


enjoy


JB

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