Trappers either need to be removed or fixed

The best is when the net goes through solid options like stairs.

I see someone has already given the answer I was going to give.

I both agree and disagree.
The netter should be able to fire through enemies with lower mass than itself but not through taller, heavier enemies.

I have no problem with being trapped in the middle of a horde as I can see the trapper coming and dodge the net even if I’m engaging a horde of human-sized enemies.

What really grinds my gears is if the trapper shoots through wider and taller enemies than herself as that completely removes one aspect of countering the net. If the sound bugs out at the same time, GG you’re dead.

That 2nd bit should be made impossible and that’s what I’m asking for. Tweaking the net so it can only pass through smaller enemies would fix this aspect entirely, assuming the sound works 100% of the time.

This also needs to be fixed. RN, ragers are already annoying as a solo enemy and currently you find them in groups as large as 5 at once and as soon as they catch you in melee, there’s almost nothing you can do to escape that situation. If one or more bulwarks join them, you can’t even fight back.
Enemies are supposed to find their slot around you and then attack you (like in VT2) but sometimes they clip through one another and combine into a wall that hits several times a second which you essentially cannot dodge away from.

Any situation that needs a the help of a 2nd player in order to escape, is something that needs to be fixed.

I understand the frustration, but I feel like if the devs fix the sound issues this would resolve the problem here provided that they can’t straight up clip through crushers and bulwarks. Personally at least, I’d still be fine with them shooting through them.

Tbh most glaring thing is hitting through solid objects and at times the sniper nets that pull people from clear the other side of the room.

Part of why I’m not as crazy about making it so they can’t shoot through hordes is because they would take away part of the target priority gameplay that is so tense in the upper levels.

Getting netted through a solid object feels bad and I don’t know what causes the weirdness with the super long range net shots.

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Trappers might as well be invisible, and it wouldnt matter at all how you approach them.

Is it awkward that they are able to pull off impossible shots at times? Sure, I got caught off guard by their warp magic trickery a bunch too. It still is everyones own fault to not dodge when the sound clue tells you to dodge.

Not being able to shoot through meat would neuter them completely.

(Btw. Invisible Trappers. Next Halloween!)

Nah they’re fine. The game is already too easy since the class rework. No need to make enemies even weaker

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My guns have a cleave limit. Trapper nets should have a cleave limit too. They’re clearly capable and coded to look for clean LOS. I’m tired of fighting seven bulwarks and crushers and having a trapper net slide through their BIG OGRYN CHEEKS to grab me because I mistimed my dodge since I couldn’t see the trapper and the audio queue was busy playing packet loss tag with the latency correction system.

The smoker, i mean trapper shouldn’t be getting a free pass to shoot through the entire game’s worth of hitmass while my gun is getting stuck on the second guy. And chain link fences. Sometimes columns and walls. Etc.

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I think this whole trapper thing can be seen as two elements.

  1. lag. Getting caught around a corner. It’s the same issue as getting hit by a sniper after you’ve dodged.

  2. physics of a net. I think this one is easier to get ‘past’ if you just imagine the trapper is using an electric stun dart. If FS had made it a dart, we’d all just accept it could pass above / through a horde. Team mate can pull it out, good to go.

On the former, yeah, that’s annoying but in my experience at least, fairly rare.

On the latter, if you imagine it’s a dart having the same effect then it’s a lot easier to just get on with.

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I just wish they could be shoved/interrupted.
The number of times I’ve been netted while hitting them on the head is absurd.

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Yeah, there is this. You’d think the closer you are, in many way the harder you are to trap. Not so. I’ve also been trapped half a second after burying my knife in their head many a time.

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Well, maybe I am in the wrong side, but yes I see that as a problem that net can go through a wall of enemies… The trapper that launch a net behind a bulwark and that I don’t get any sound… I have seen it. Maybe I missed the sound, but fact is you don’t even see where is this trapper.

But tbh, I do not like the fact that we can clip between players… and same for enemies. So, I dislike even more that a net can go through 38 enemies to only trap me (or a teammate).

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I’d rather see them remove the pox hound from the game entirely tbh.
That thing is still so jank imo, not as bad as before but still pretty damn jank!

Getting trapped through solid cover is what gets me every time.
A mate has a clip of me getting trapped through a solid wall because the gun was pointing out.

Frankly, dogs are fine. Trapper is fine.
Mutants a little bugged (he can grab you even if you dodged when you’re close to it).
Really they did a good work on dogs that you can dodge now, block etc.

For trapper, the net is a good threat. However, a net that go through lot of enemies is really… absurd.
But, I don’t know what they could do to fix this. As pointed someone, if a trapper has to wait that there is no enemy between him and the player, in an auric high int it means the trapper wait patiently that the player finished an enemy to be killed right after.
Maybe just making that net can’t go through Ogryns…

Dogs are still SUPER jank. It just depends on the server and lag and packet loss or whatever else. Some missions they’re fine, other times you get grabbed half a second after you clearly successfully blocked/dodged.

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I believe you… cause this what I experiment also but… with mutants.
I cannot count the number of times I have dodged a mutant and was grabbed 1 second later (and magically appearing 4 meters away of my position)…
I don’t get this with dogs. But I guess, different location, different servers, different experiences…

Yeah mutants have been mostly fine for me, but dogs and trappers have ignored physics several times.

Isn’t the trapper supposed to be a woman in BDSM outfit?

I may or may not have misread this, and started wondering why a trapper would specifically wear M&S clothing :joy:

Not really. You just have to realize that dogs work exactly the same as trappers (but they’re “shooting” themselves).
After dog jump, it’s essentially a guided projectile. The moment where it’s decided if the dog latches to you or not is WHEN it’s jumping, not during its flight animation. If the jump already happened (and you didn’t dodge half a second before that), you can only shove (if there’s time for that) to defend. If the dog was too close for that, well - that’s it.

As usual, network latency can muddle things with dogs (and trappers), but generally sound cues remain the most reliable way determine proper dodge timings. Trapper has a longer sound cue, but you must dodge before it ends (because it ends with the shot, and you must dodge slightly before the shot). Dog has a shorter cue and you must dodge pretty much as soon as it starts (because the dog will jump at the end and it’s short).

Mutants are somewhat different, they still have their “trap” animations (the grabbing one) but they also grab in a small area around themselves, so simply dodging the animation isn’t enough, you also have to stay a bit away from mutant.