Scout Archive

Thread: Ok how well do the traps really work ?

Lornarok
Thu Jul 10, 2003 11:44 pm
#1

I now have trapping 3 and have used the traps many times i began using the glow-wire trap in hopes that it would give a better defense reducer, it lists as can lower targets ranged and melee defense but when i throw them it says it hits but i never notice any difference when fighting them


can anyone tell me if they are actually worth using or are they actually having an effect or are they just a wasted throw


Thank you


Lornarok


Scylla

Silverjohn
Fri Jul 11, 2003 8:13 am
#2

Oh yeah, traps are definitely worth the trouble. You just have to know the right combinations to use.


For example, the Wire Mesh and Glow Juice traps are poor if you're soloing. The increased damage you can do is usually outweighed the loss of an attack round to throw it. But in a group! Suddenly it's not just you doing a little extra damage it's 3 or more people doing extra damage and that makes a huge difference.


If you can get your Weapon Support skills to Level 3 (tough I know with the low combat exp we get hunting animals) you get a special Attack called Warningshot. It has the effect of a "Fear" spell in a fantasy genre game, sending the creature you use it on running away and letting you get shoot at it without taking any damage. The problem is that if you judge it wrong and use a Warningshot while the creature is too far away it will run off right out out range and you'll have to go looking for it. Use the P. Dart from Level 3 and you can slow the creature down so it doesn't get that far.


But the best combination of them all is using the Rifle special attack Headshot and the Sharp Bone Spur or Noisemaker traps to kill critters that are vulnerable to attacks on their Mind pool. Durni's and paralopes on Corellia are push over's for this combination. A few Headshot's will take these creatures down to half their Mind pool then a Bone Spur will drop them down to one remaining point (Traps can't kill a creature outright but at 1 point left who cares. Sneeze on it and it's dead ).


"Democracy is the worst form of government... until you consider the alternatives."


Winston Churchill.

Elfanan
Fri Jul 11, 2003 12:36 pm
#3

They work well.


As for glowwire - it has no visible effect that i can tell on the to hit number for range (on the left of the ham bar above the MOB, but i have noticed an increase in the hit to miss ratio. Just my observation. It may be different for each scout dependant on range, weapon, posture and skill.


The Phelizine (spelling?) is the one that really makes a difference. I can imobilize a red for about 6 to 10 seconds getting off around 5-6 specialty shots ( i use bodyshot and healthshot (pistol)). The Healthshot is aDOT (Damage Over Time)that hits for a good amount of damage every 30 - 40 seconds or so, i havn't timed it.


I have yet to see a MOB fall over or stop attacking when it is under the effect of"Dizzy". Maybe the trap that produces this effect will be more effective if built useing the "experiment" option at a public crafting station.


TenzingNorgay


Scout - Bria






Tenzing Norgay
Bria
Curently based on Yavin
Seiryuu
Fri Jul 11, 2003 2:42 pm
#4

The trick with dizzy is to either get suppression fire or some other ability that induces a posture change. When they stand up, they have a chance of falling over and staying down for a period of time.

Unfortunately dizzy seems to be much less effective on creatures than it is NPCs. When it does work though, it is great.



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JediFromHyrule
Sat Jul 12, 2003 4:37 am
#5



Silverjohn wrote:If you can get your Weapon Support skills to Level 3 (tough I know with the low combat exp we get hunting animals) you get a special Attack called Warningshot. It has the effect of a "Fear" spell in a fantasy genre game, sending the creature you use it on running away and letting you get shoot at it without taking any damage.



Thats not true, you are getting confused with Threaten Shot, which you earn at Intermediate Ranged Weapon Support. Threaten Shot "fears" your enemies, making them run away from you a few meters, then returning. Warningshot causes the mob to stand where they are (if successful) and not charge after you into battle. Probably worthless against ranged attackers, but definitely good against melee enemies. Just had to clear that up.

And yes, I would have to say that traps are worth it but you do have to learn which traps work best on a case-by-case basis. Might seem like a lot of trouble but it really isn't and it is indeed worth the extra hassle.



Caecus Venator - Up-and-Coming Bounty Hunter
Tarquinas Server
RhyKnow
Sat Jul 12, 2003 4:49 am
#6

traps DO work. again, its all in the combination. figure it out. its not too hard, although it seems different animals have different combos.




----------------------------------
RhyKnow
Ranger/Pistoleer
----------------------------------

BoloWakeen
Sat Jul 12, 2003 5:35 am
#7

I have to agree with what was said about bone spur traps.They make hunting paralops (I'm on Talus)ridiculously easy.
When hunting with others in a group,Glow-Juice does seem to help some (be ready to run though,using traps seems to really piss off mobs hehe).
Those are the stand-out for me right now.
Also,some traps don't seem to work on some creatures at all.A group of us were taking on Hufduns,and the only thing those beasts were vulnerable to were the glow-juice traps.They take so much punishment that it was hard to tell if the trap made any difference though.We were too busy trying not to get stepped on by the bulls to take notes hehe.
Kharadmon
Sat Jul 12, 2003 5:56 am
#8

Well the root trap at level three traps is extremely useful. However you'll have to either take up artisan, or purchase inorganics from the bazaar as it requires an inorganic component. The rest of the traps haven't been all that useful for me, but I do solo quite a bit, and that might be why traps don't make a great difference for me.
ScoutMeister
Sat Jul 12, 2003 8:45 am
#9

The best method I have found is to use all available traps many times to completely understand how they work. The Glow Wire trap and Bone Spur combo works best for me. I have just received Trap 2 so I have not tried those traps yet, but I will use them exclusively until I understand how they work and then interchange with other traps I have for the best match with my hunting style. Just like an Artisan, experimentation will yield the best results.

Good luck and good hunting



-----------------------------------------
Jacyro De'kre - Master Scout
Ranger - 1,1,1,0
CH - 1,1,0,0
Xenthacca
Sat Jul 12, 2003 12:42 pm
#10

As near as I can tell, the only real worthwhile trap is Phencine Dart, which slows (roots, really) the creature for about 3 attack rounds.

Every other trap past that one seems comparitively useless.

Something else that's bogus (IMHO) is that these traps can't affect anything but creatures. I mean, the flashbang and sonic traps that Rangers get *should* affect anything, given their nature, and they should be area effect items. They are, after all, basically flashbangs and sonic grenades respectively.

*shrugs*

Xenthacca



Xenthacca
"Do not taunt the Happy Fun Ball*!"

*Happy Fun Ball is a Trademark of Lum The Mad. Lum The Mad is now defunct. Happy Fun Ball may be substituted for the Mighty Crudgel of Obvious Truth +5 with no prior warning.
Squidwalker
Sat Jul 12, 2003 6:05 pm
#11

Traps work great, both solo and group. Like some have said, it all depends on what you are using for your weapon. If you are using a blaster, dont bother with wiremesh, use the glow juice. The wire mesh is only if you are a melee person.


I use pistal and use glow juice then a noice maker. If you are using a rifle, the bone spur and dart noise maker are great. Those two traps will drop the animals mind pool to almost nothing, then 1 or 2 head shots with the rifle, and they are down.


The key with traps and soloing is this. If you use, take cover skill,( I do it works) shoot them once first, then throw traps. If you throw traps first they will spot you right away and come running. If you shoot first, then they don't notice you until the second trap has hit. Continue shooting, and stand when begin moving towards you.


I have taken down whites this way with minimal hits to me. They drop shortly after getting to me. My combinatin is, with my blaster pisal. Take cover, aim, body shot, glow juice, noise maker, body shot, stand, body shot until they are dead.



Squidwalker




Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
blackweather
Sat Jul 12, 2003 7:02 pm
#12

Im wearing combination mibari and chitin armor, so I take less damage from critter attacks, I move to 49 m, and throw all 8 traps in a row, I just let them hit me a bit till I have all the trap exp I can get then one blaster shot kills them, I am hunting agains white mobs, right now sevorts on tattooine. Between the stun effects, snare effects, and mind damage I take almost no damage from their attacks. Works like a charm for me ...so far. I have yet to use the traps against a serious critter, so no idea how they will work against tough stuff (krayts or banthas for example). Although I did manage to stop a Cannibal Dewback (very nasty critter) in its tracks with a couple of traps, 600 exp per trap



Master Ranger, Master Creature Handler; Novice Pistoleer;
Former Artisan; Former Smuggler; Former Architect

Bestine, Tatooine, Scylla

If they ever get it working right...
Orcus Blackweather
Goshozal
Sat Jul 12, 2003 9:02 pm
#13

Yea, I've just been using glow-wire and occasionally the bone spur while I worked my way towards trapping 3 for the phen. dart. Once I get that dart, I'll probably power-trap to trapping four by letting my probot tank while hurling nothing but traps LOL.


Oh, and btw - for all you solo fans out there - the phen. dart + a probot + you firing bodyshots = dead critter. I had a friend give me a few stacks of phen darts the other night and I was taking yellows without taking a scratchby doing dart - body shot - body shot - body shot - dart -body shot - body shot - body shot with a probot helping me.


Traps are worth it- they're cheap, easy to use and can give a great extra edge. No real reason not to use them.


-Centicca, Wookiee Scout/Pistoleer/Creature Handler, Radiant





Centicca - Wookiee Scout/Gunfighter/Creature Handler - Radiant
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