With the sound cue system at the breaking point it so clearly is in higher difficulties, it’s not unreasonable to make Bulwarks and Crushers block Trapper nets or make Trappers perceive them as an obstacle they can’t shoot through, reposition for a clear shot.
Trapper netting player who isn’t paying attention, through a horde of human sized enemies? Players fault.
Trapper shooting through 4+ Crushers/Bulwarks? Cheating.
If that nullifies Trappers as a threat then there’s clearly way too many Bulwarks/Crushers active and it’s time to start considering alternative ways of making the game challenging.
Cheating is a strong word, I’d say it’s more of a known obstacle the player has to overcome.
The case being it gets to a point where this scenario of crusher spam makes the “silent knight” trapper extremely effective. So, after some time, the player should have a sense of worse case and save utility for those instances, find a teammate, etc. etc.
“The case being it gets to a point where this scenario of crusher spam makes the “silent knight” trapper extremely effective. So, after some time, the player should have a sense of worse case and save utility for those instances, find a teammate, etc. etc.”
While I commend your adaptive mindset, “silent Trapper blocked from sight by mosh pit of Crushers/Bulwarks” is not a feature that should remain in the game.
As I said, there are often way too many Elites/Specs (Bulwarks/Crushers included) active simultaneously in higher difficulties as evidenced by the myriad of posts pointing out sound cue failures. For the sake of consistency, it’s probably time to start considering alternative ways of making the game challenging.
It’d be cool to have a somewhat more conservative player power level and an actual sense of pacing in the resulting gameplay. Then dialogues could play without interruption and you could scratch your nose maybe once in a half hour or longer havoc game. When you are actually paying attention to the moves you’re making and not just killing dozens of enemies between single attacks the contribution of each player feels more impactful. Not like the current race to kill stuff to get any action at all. I miss the pre-13 game even if it was worse for balance and variety of play. There was less cheese and screen nuking, it felt more balanced around fundamentals.