Trappers too OP

Nah, enemies 100% keep attacking you when netted. They only observe if a hound is on you.

The amount of times I’ve been instakilled by a pack of crushers whilst netted is uncountable. Usually shot with a net through the giant pack of crushers.

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He clearly said that the corruption was slower, and not that they cause identical enemy behaviour outside of the disabler specified.

Dogs come in packs, have ridiculous movement, knock you down much easier, and are pushed off you by mutants and flamers. That’s why they don’t cause other enemies to target you while downed. It’s much harder to ensure you’re never downed by a dog especially in hunting grounds.

Trappers are much slower, much easier to dodge, and when dodged only run a short distance away and stand still so they’re much easier to kill without chasing around 3 corners. That’s why they still make enemies hit you when downed. It’s much easier to dodge them, they rarely show up in packs even on hi intensity shock troop damnation, and they move a lot slower.

Ok on this… I see that you point the fact enemies hit you. Well, must say I disagree.
The net corrupt you little by little if you’re kept out of a horde (something that can happen if you’re behind the group).
It would make nets, that’s my opinion, not really a threat.

Erm…

:person_shrugging:

No I said that is works around corruption, but slower.

However, they want a mechanic where when you’re trapped, enemies won’t attack you.
Considering the corruption of the nets (really small) and what hounds do (fast corruption), I don’t see why they should do this. It would make the trapper really weak as enemy…

But enemies attack you when netted but with hounds they stand and watch. They’re very different mechanics.

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Dogs = big corruption
Net = very low corruption

Can’t say more

So hopefully there is a different mechanic

what do we think about adding a small lock on the net that can be shot off in case you couldnt reach the trapped person?
like a small lock that you have to ads to aim at so you still take a risk standing still to shoot it

I genuinely can’t tell if you’re kidding, and that’s bad lol

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One reason enemies DONT attack you when dogged is because it would hit the dog off you. No such “risk” for the enemies with a trapper, so they go ham. Its a good mechanic imo and makes sense. It also allows lucky clutches with the dog.

One change I have noticed that I dont like is; when a teammate gets trapped I used to be able to grab them mid flight if I was fast enough and they would stop i.e. I would interrupt the trapper trap.
Now if feels like they get pulled out of my reach mid-untrapping which interrupts the rescue bar. Anyone else noticed this change?

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i’d attribute that to current server conditions.
attacks, weapon switches and other things alike feel unusual slow/sluggish.

while i do get them out of their net mid flight when i’m on my toes, around 30% of the time server does its thing/“computer says no” :man_shrugging:

like for a brief moment client side shows it correctly but gets overruled by what the other end tells me.

odd cherry on top : latency on my end (at least according to ping mod) 30-50 with fps solid at 144 capped (some rare dips when sht hits the fan but nothing severe, except excise vault for some reason..)

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I hope so as it was extremely satisfying to deny the trapper her prey.

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the net that flies at someone else and abducts you needs a nerf, it has no dodge woosh or anything and if you react to the sound of a net flying alone you will mistime your dodge. literally only spidey sense has a warning for that. this is called jank design though and I guess its a skill issue to want it fixed (like making the net despawn after like 8m instead of the 14 or whatever it is now). it could end up totally beyond nerfed and useless like the dog from this or not shooting through 6 bulwarks, in spite of

see

Or you could not stand in front of the trapper and expect the net to go right through you.

you don’t get abducted by trappers that are right in front of you, that much should be wildly obvious with the context of what you read (doubt) but then again you clearly haven’t figured out push works on the dog from behind yet either. maybe we’ll just stop there.

Fun fact, enemies don’t hit you if you’re netted as long as you’re in an inclination (like stairs for example)

poor post. Freeing yourself would imply you got trapped already. Dodging prevents getting trapped. Not getting you out of a trapped net.

sounds like you failed the dodge QTE

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So there are Crushers, which will 1HK most non-Ogryn/Zealots out there as well as Snipers yet people ain’t complaining about them even half as much.

God forbid the game is actually fair, how else would 10k hour schizos find it challenging? /s

it’s a coop game, if you fail to dodge a net you still have a shot to keep your hp. Stupid premise to act like it’s guaranteed death. It can be death, but that’s why you’re incentivized to dodge it in the first place

There are of course issues with net targetting but that isn’t solved by making the trapper a joke that you can just mash spacebar to get out of

PS: You can disallow crushers from harming you with a direct overhead hit via multiple mechanics. It’s a joke enemy at this point, that’s why nobody complains. Still not good mechanically. The solution to unfair mechanics is making them fair, not making them harmless

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