Right, so it appears that using Hunting Traps on prey is a no go, which I'm glad is implemented. They're still useful as get out of dodge cards and to use against random runner (420) who keeps attacking you and running away. (whom is Dishonorable Prey and open to any engagement)
https://gitlab.com/cmdevs/ColonialMarines/issues/2594
Hunting Traps + Prey
- Symbiosis
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Hunting Traps + Prey
Cliff "Chubs" Campbell
"Hey, did anyone bring any food with them?”
Thwei Kv’var - Blood Hunter
"Hey, did anyone bring any food with them?”
Thwei Kv’var - Blood Hunter
- TheMusician321
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Re: Hunting Traps + Prey
Awesome, I've had many a rounds ended prematurely as an elite hunter to hunting traps, I tend to avoid using traps as much as possible now-a-days since we got the stun time reduce on the tackles.
edit: oh and they got that super bloody buff that was just too far.
edit: oh and they got that super bloody buff that was just too far.
Last edited by TheMusician321 on 05 Mar 2018, 06:43, edited 1 time in total.
Ed 'Wafflecone' Martin bites the Mature Hunter (251)!
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- Renomaki
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Re: Hunting Traps + Prey
the downside is now it is going to be harder to catch those pesky runners (no, not Runners) who refuse to fight and just keep running and running and pouncing away.
Really only limits you to hunting either Praetorians or Crushers (provided they don't charge away), since hunting Hunters will be nearly impossible, ravagers are too RNG heavy, and most other xenos are iffy to hunt (a spitter might be fair, but on the other hand it isn't as strong as a hunter in melee).
I used to like having traps to help secure a catch before it was overbuffed, but now that it seems to be considered dishonorable, now they are mostly useless to carry. They are always garbage at defending lodges (and if anything, just give marines free traps), and now that they are no longer viable for keeping xenos from running away when you try to fight them, we are even further gimped.
Sad to see em go...
Really only limits you to hunting either Praetorians or Crushers (provided they don't charge away), since hunting Hunters will be nearly impossible, ravagers are too RNG heavy, and most other xenos are iffy to hunt (a spitter might be fair, but on the other hand it isn't as strong as a hunter in melee).
I used to like having traps to help secure a catch before it was overbuffed, but now that it seems to be considered dishonorable, now they are mostly useless to carry. They are always garbage at defending lodges (and if anything, just give marines free traps), and now that they are no longer viable for keeping xenos from running away when you try to fight them, we are even further gimped.
Sad to see em go...
Sometimes, bravery comes from the most unlikely sources.
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU
- spookydonut
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Re: Hunting Traps + Prey
I massively buffed traps to help stem the tide of xenos just ganging up on preds at first sight and being able to run off with no consequence.
I'm planning to make what they do like a toggleable mode and maybe scale up their effectiveness the further away they get from a predator but it's on hold while I'm working on a massive back end overhaul
I'm planning to make what they do like a toggleable mode and maybe scale up their effectiveness the further away they get from a predator but it's on hold while I'm working on a massive back end overhaul