Trappers too OP

are you aware of dodge counter? i think fatshark fails to teach it because its very off to the side

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Ogryn arguably has the easiest time dodging trappers now, since so long as you have dodges, you can literally push hordes out the way to dodge a trapper.

With others classes you need to be more aware of them and clear enough space for them approaching to either dodge or shoot them or sometimes eating a few hits to just shoot them.

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they dont “oneshot” you, they put you on hold.

crushers “oneshot” you, so do certain captain combos…

you’re mates not being able or attempting to free you isnt on the enemy type whose only schtick is disabling.

besides even when :poop: hits the fan, unless in fire, you’ll have a pretty chill time without any damage until… well your mates show up.

as for the whole picture: the game wouldnt work with full physics.

therefor there’s clipping, hitting through walls/closed doors etc, the engine wouldnt handle enemies colliding with each other at that density very well i wager.

does it suck getting netted through a pillar or map item that should be solid? yep it does.
does it suck having the little btch at the end of 12 crushers and sending her electro-garters through the whole crowd? yep it does.

but in order to make the whole picture of rock/paper/scissors work, thats the pill to swallow, else certain enemy types wouldnt work at all :man_shrugging:

without dogs/trappers, even beast of nurgle, the game would play very different and in my opinion for the worse.

current solution for me? map awareness and pre-emptive kiting into a direction the net cant get you.

rest is my own misplay at work :smile:

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While trappers are trash enemy and shouldn’t exist, if you struggle on the arena mode with them, then you will struggle even if you can free yourself from them

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I assure you that you can.

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Trapper mechanics should be exactly the same as a hound.

When you’re netted, nothing will attack you and you will gain more corruption the longer you’re trapped.

On any difficulty above malice, being netted is basically just being one shotted because 9/10 times you get netted through a pack of crushers who down you instantly as soon as you’re netted. It’s pointless there even being a net.

This is why it would be fairer if being netted behaved the same as a hound on you.

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Learn the timing and don’t get into the middle of a horde so you can’t dodge. Always skirt round the edge.
They are priority no one when you hear the sound queue. Also cackling trapper mod works so well for consistently playing sound queue

Need to play ogryn next. How did they change him so he can dodge through enemies as I didn’t read all the patch notes

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Ogryn player here. You definitely can dodge them and I routinely do so.
If you can’t dodge them get a kickback and the weapon swap speed talent so you can instantly delete them when they get close, and play low and hi intensity shock troop on heresy to practice recognising and prioritising the sound and therefore location of specials and disablers until you can reliably dodge them mid horde fight. I guarantee the problem is one of positioning and not trappers being overpowered. Our dodges push trash out of the way now, we just got a massive buff to trapper dodging.

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There are more than enough counters to trappers. They shouldn’t be able to shoot through Ogryn elites or bosses but otherwise they are more or less perfectly fair enemies.

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Whetehr you want it to be or not, its a team game. Your Vet needs to be able to take them out fast, your teasm needs to enable this is needed. Otherwise deal witha ton of specialists.

;-; this thread hurts me deeply…

  • You can’t dodge forwards or backwards to avoid nets. Only to the side.
  • You can initiate a slide during a dodge to increase your dodge window if you’re that unconfident in dodging a trapper.
  • while sound and trappers being able to shoot through ogryns is an issue, the normal gameplay loop of side dodging elites during melee will keep you from getting trappered most of the time.
  • also you could just forking shoot them
  • disablers are a necessary threat that punishes mistakes and reinforces teamwork. If teams are abandoning easily rescuable netted players, they are bad at the game and deserve a loss.
  • on the flipside if you’re 80 meters away from a team, you need to reevaluate how/why you got so far away to be unreachable, 9/10 times it was likely you chasing something and not them speedrunning.
  • if you got netted before a point of no return after the rest of your team dropped then you made a goof, a big goofidy goof, just accept it and pray a flamer comes by to put you out of your misery so you can respawn sooner.

Yes they’re buggy and will sometimes shoot through terrain, I’m sure it has everything to do with the web not being a normal projectile since it will vanish out of the air if the trapper gets staggered.

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Ogryns can fly!

(Barrel explodes) For the empppperrorrrrr!

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The barrel on the bridge just after the elevator on Archivum Sycorax comes to mind. It’s a wonderfully reliable way to throw the mission.

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I saw a wonderful example of that once:

Be me and three randos, no vc at all.
Me and 2 of the randos come out the lift raining bullet hell on the crowd at the other end of that bridge.
Third rando decides to sprint across the bridge. Praise be!
Barrel halfway gets clipped, sprinter doesnt pay attention runs right past as it blows.
He gets fired straight off, does not pass go, does not collect 200 aquilas, praise The Emprah!

Im pretty sure they ragequit after but I cant remember.

Fond memory :smiling_face:

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They put it in a patch note but not sure if they put it in game (I think there’s some section somewhere that described it but unsure), but you can push and knock around all ‘unarmored humanoid enemies’. So basically all the fodder will get flung so long as you have dodge charges, which helps a LOT and makes the Ogryn so much more playable. Now you just have to keep track of the specials and elites and make sure they aren’t in your way, verses the entire wave at large.

But I also deeply agree with this:

With how the game is pushing toward enemy spam, the fact trapper nets don’t make you ‘ignored’ by the enemies around you is 9/10 times a death sentence on anything above malice. They should make every enemy ignore you, or have maybe just the trapper sticks by you to ‘admire their catch’ and kick you to death if nobody comes to help you. At the end of the day I do realize it’s a team game, and while I hate these insta-kill mechanics with a passion due to just ending runs I’m carrying because the entire rest of my team is worthless (I had a run the other day we got to the end of the mission, I got dogged, literally, not, one, reject, turned around, and we instant lost and I’m like ‘great, cool, glad I tried so hard’ xD), I will also concede it forces group play better than coherency ever does.

So while I’d love them to be deleted, I also understand their purpose, and think there’d be a LOT less complaints about them if you just stayed in the net until rescue. Because waiting for a 0.5 second revive while the team fights there way too you is fine, getting dropped in the middle of a massive wave you where managing and then insta dying to a multi second long revive state, 100% resulting in death as while the team could have pulled a net off you, they absolutely can not revive you in that mess, just feels awful and isn’t fun. Especially when you’re ‘doing everything right’ staying next to your team, but then as stated get yanked through the horde and insta gibbed, and now your team is 10-15 meters of meat away from you when they where right behind you before and it’s like ‘welp, guess I best alt f4 cause I’m not playing the game for a while anyway’ xD. Making it an actual ‘team problem’ instead of a game problem would be fantastic.

his dodges now push away poxwalkers, enough to evade a net.

mixed hordes with ragers, maulers, crushers etc still hold you in place, hence bullrush might be a good out of jail card to keep ready.

Hmm… guys… Nets work the same as Hounds… this is just that the corruption is a lot slower…

Try yourself in the test room.

Trappers main issue is often being silent, and when there is a lot of going on that net launcher may not cut it. The fact that it can catch you trough terrain, enemies, even in Psyker bubble if it’s close enough is just the cherry on top.
Remember the Packmasters in VT2? Even amidst the greatest chaos you could always hear their racket.

This should be a default addition to the game at this point

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Seem’s I responded to dead air/the individual can’t read, so got added to my ‘ignore’ list, but will leave this response up for anyone else who can read in this thread.

But, because I can’t resist proving a point, no, no they in fact do not:

As one can see here (ignore my floundering in the middle, I mainly use Creature Spawner to spawn monstrosities to throw weapons at and that’s it), when I get netted, the Crushers literally from across the room sprint at me to end my sorry excuse for an existence (I used undying as to not crash the game). Meanwhile, the maulers literally stopped after sneaking in one swing once the dog jumped my sorry ass, and just stood there waiting patiently for either the dog to finish me off, or for me to get back up again. (skip to 2:30 for dog)

We want the second (dog) behavior for trappers, we hate that the first (enemies literally sprinting at you and dunking on you in a single hit) happens, because it makes trappers no longer a ‘team play’ punishment, they make it a ‘ohh you didn’t hit dodge in the right direction, sorry buddy see you at the pilon’ punishment.

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