Scout Archive
Thread: Ok how well do the traps really work ?
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
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.
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
Unfortunately dizzy seems to be much less effective on creatures than it is NPCs. When it does work though, it is great.
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.
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.
Good luck and good hunting
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
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
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