Teras Kasi Archive

Thread: Snare Traps should work in PvP!

Sinda
Mon Aug 18, 2003 7:05 am
#1

I have a feeling this was looked at in beta, but I wasn't in beta. But it looks to me now, 2 months after release, that this could possibly be one workable solution to the melee/ranged imbalance in PvP.

I have sufficient Trapping skill (Scout) to craft Phecnacine Tranquilizer Darts. I have been using Wire Mesh traps to pull mobs away from lairs in the past, since the Wire Mesh lowers melee defense (Hey! At leas that's what it says on the box!)

Phecnacine Darts, however, greatly reduce movement rate. I've tried them out and used them - pretty effective if I'm ganked and need to snare one of the mobs while I run away and finish the un-snared one that follows me.

I thought when I started making them, "Now I can slow down those NPC mobs who try to kite me" - wrong, of course. They only work on creatures. To which I ask, "WHY?!"

Maybe there are snare traps Master Scouts can make that can snare humanoids or other players, but I like the concept of Brawlers and TKs being able to craft a snare trap that actually lets them catch up to a fleeing pistoleer or carbineer.

It could be done in such a way that duration is lower on other players. And of course, it takes time to actually throw the trap, after which there's a chance it won't work. For the ranged folks, having good fire support would negate this tactic since we probably can't snare a whole grouop of pistoleers (unless they give us AOE snare... sayyyyy now! ). For the meleers, it would mean some effort learning to craft traps (or buy them) but how is this different from pistoleers having to buy pistols or us already buying VKs?

What's your thoughts on this? Was it done in beta and exploited? Could it be redone now so that it means TKs/Brawlers aren't just live bait in PvP?



Sinda Blackstar
Master Dancer/Teras Kasi Novice
"Looking at what parts of your game players tend to automate is a good way to determine which parts of the game are tedious and/or not fun." - Raph Koster
Gutshot
Mon Aug 18, 2003 8:45 am
#2

Well, my personal feeling is it would just make BH's even more powerful, seeing as they all have master scout.


Personally I don't have the points to invest in scout. Beginning to think master medic is mandatory for all TKs who want to solo, so I'd hate to see another 'must have' ability to sink points into to compete.

VicTemuvluv
Mon Aug 18, 2003 11:30 pm
#3

No, you can't use a trap that you don't have the Trapping skill to use. Another Scout gave me a trap one level up from my level, and I couldn't use it at all.


I do agree that I don't see how a tranquilizer dart would do nothing against an NPC.




Vic Temuvlov,

Zabrak Master TKA, Track-only Ranger
Naboo, Eclipse
Sinda
Tue Aug 19, 2003 12:23 am
#4

Well, my personal feeling is it would just make BH's even more powerful, seeing as they all have master scout.

There is no Throwing Skill, however. You can use traps anyone else makes and be effective against mobs without any or much trapping skill.

I'm thinking this would be an easy fix to the PvP problems we face, without adding something totally new to the profession.



Sinda Blackstar
Master Dancer/Teras Kasi Novice
"Looking at what parts of your game players tend to automate is a good way to determine which parts of the game are tedious and/or not fun." - Raph Koster
Gutshot
Wed Aug 20, 2003 12:39 am
#5

Oh! Wanted to point out we CAN chuck hand grenades.


I started to find a lot of grenades on things I was killing - think it was stormtroopers (hehe).


I hotkeyed them for fun and started chucking them - I sure missed a lot but it sure was fun 'til I ran out.


So we *do* have ranged capability after all, hehe.

Page 1 of 1
Previous Next