Scout Archive
Thread: Which traps are working for you? Please post your experiences.
WildBil2Me wrote:
- Trapping Concerns:
- Currently P-Dart is the only really functional trap.
- Other traps are applying states, all are "landing" with a decent frequency, the major problem though is there is no quantifiable effect. We see a blind state raised, but we don't see any benefit from having blinded the creature. We land a "Glow-Juice Trap" but we don't see any benefits to accuracy or increased damage due to altered defenses. etc
Please post your experience with how effectively trap states are working for you, or not working for you as the case may be.
Thanks!
P darts work. Really well.
Glow wire may be working, who can tell. For that matter, who could tell before?
Bone spurs work, at least I get an icon.
That's all the traps I use from the Scout line. As to Ranger traps -
Sonic pulse is working, on multiples altho you only get XP for the targetted creature. If I recall correctly, way back when we got multiple XP for this trap. So long ago I can't even remember when it stopped.
Flare works too. see comments for pulse.
I tend to use a lot of traps if I solo.
JB
I've landed noise-makers and noticed a slight decrease in damage taken from a hit, so I think the stun state is working properly. P-darts work. Glow-juice works but, as above, who can really tell about the effect? Those are the traps I use at Trapping III.
P-darts work very well as folks have mentioned. I hope they don't get the nerf bat, finally something that works for us and makes us useful.
Sonic Pulse adds a state to the critter and they do take more damage while under that state. So bravo!
Is Glow Wire the tall skinny one? That one seems to stick, and gives me a "Combat Defenses Down" message on the impacted critter, but I don't really see what that actually does. Should I be hitting them more often then? Should they be taking more damage?
I agree with the above post stating it would be nice to have the descriptions reworked to tell us exactly what these each do, or are expected to do, and also maybe an expected duration effect.
Also, with all the new graphics in game, dizzy states and such, how about improving the trapping graphics. If you toss an Adhesive Mesh trap on a critter, how about having a large glowing web like graphic appear over the critter for the length that the trap is in place. Glow Juice trap....how about some glowing?
In general though even with some traps not working I think traps are MUCH more useful now and valuable.......just don't "adjust" our P-dart trap....aka, nerf bat!
Im level 20 and been taking level 15 swamp gurrcats from coronet, heres how it went..
(No trapping Skills)
Took 10+ traps before 1 actually had a effect, get 30-40exp
(Trapping 1, using a combat droid to take the agro and fight)
Able to throw two different traps, three if lucky with the timer. The bone and glowjuice traps seem to work every time with few cases of no effect.
1 Trap work = 30-46 exp
2 Traps Work = 60-70 exp
3 Traps work = 80-100 exp
Ive now got trapping 2 but the exp is still the same, the two new traps (noise/stink) dont always work so that 15k needed for trapping 3 right now looks impossible. So basically the bone sharp and glowjuice are the best two for use right now
Message Edited by NectroFirerunner on 05-24-2005 11:43 AM
I spent quite some time last evening on Kashyyyk trapping level 32-37 creatures to test the Sonic Pulse and Flash Bomb traps. All the traps stuck very well (including AOE) and all applied their intended state very well. However, looking over the combat logs it was not clear that either trap had a noticeable effect on the creatures. They seemed to hit just as fast and just as hard as when engaged with no traps.
My own testing:
Adhesive Mesh definitely did not work
The melee/ranged defenses down traps (wire mesh, glow juice, glow wire) were questionable. The melee person I who was helping me said he was missing less but I couldnt tell a difference in my ranged attacks. I have to do more research to see if this is actually how they work.
The noise maker applied the stun effect, but I wasn't able to tell if it was doing anything.
The P-Dart snared very well.
EDIT: Based on my research it seems that melee/ranged defenses now help determine how much damage you do inside the range of your weapon. So if the creature has high defense and you have low accuracy you will do damage close to the bottom range of your weapon. Extrapolating from that, if you lower a creatures melee or ranged resist you should start doing more damage. I will ask for clarification of this before I write off those three traps as broken though.
Message Edited by Vorpaks on 05-26-2005 04:41 PM
I've landed a lot of glow juices recently and, no, the damage I do remains the same. Ithink it modifies the to-hit numbers, if anything, but that one's hard to quantify since random rolls are involved.
The Stun effect from Noise Maker does, indeed, reduce the damage the critter does to me. It's been quantifiably lower as shown via combat spam (i.e., 85 -> 69).
An interesting effect I've seen with traps. I usually throwa P-Dart, shoot once or twice (Spraystick...maybe 200 damage per hit), throw a glow-juice, shoot once or twice, throw a noise-maker. By this time the P-Dart has worn off. Throw another P-Dart, run out of (LONG) melee range, and start shooting. The critter almost always has now lost track of me and just hangs out, allowing me to either keep throwing traps or kill, harvest and move on to the next. I've done this a lot the past couple of days and it works. Granted it might not work for low-level pistols or carbs, and certainly not for melee folks, but it's great with a rifle.