View Full Version : traps
FliggenMan
2003-04-15, 12:35 AM
traps seem like a trusty solution to an enemy reacting to a cloaked hacker. a couple placed at the corners of a hallway will blow the enemies face apart
Robot
2003-04-15, 12:36 AM
It's a trap!
Well, SOMEONE had to say it
FliggenMan
2003-04-15, 12:38 AM
lol
TOOO MANY MOVIES!
MUST...FORGET...QUOTE!
FliggenMan
2003-04-15, 12:43 AM
see i figure if a person uses darklight when they hear a hacking signal from their terminal and expect to see a cloaked person they will get a deployed trap gunning them down in around a corner...wouldnt that solve the problem?
turrets are deployable within hallways near terminals right?
Arthell
2003-04-15, 12:59 AM
Turrets cant be deployed inside a base, but can be deployed inside the walls of the base (courtyard).
My trap = darklight. :D The best thing to do when you find a stealther trying to keep hidden is stay near him for awhile. Maybe patrol around him, look in his direction for a few seconds whenever he moves, etc. Once you start to get bored/need to be somewhere else start using some voice macros, then walk up to him with your biggest gun.
By then he will know you were playing with him and will either a) shoot/slash at you frantically or b) uncloak. Hey, its happened! :D
Fliggenman, I can't understand your posts. Could you be a little more clear about what problem you are posting about?
FliggenMan
2003-04-15, 01:41 AM
i will try. what i was trying to establish was a way for an infiltrator to successfully infiltrate even if yer enemy has darklight.
that's where i figured some sort of trap like an ACE wud be of assistance since advanced egineering is a useful associate equipment certifification to pair with infiltration armor cert(bleh).
Now sum1 tells me that turrets cant be deployed inside which obviously means ACE's cabn't be deployed inside....so back to the drawing board.
The big problem slated for fixture is not stealther vulnerability to darklight. It's the 'phantom hacker'--the way a stealther can sneak around almost anywhere and just hack into any facility he likes. So the problem you are describing does not exist, and seemingly the opposite problem exists--it's unlikely they'll include extra equipment for a solo hacker to make a stink, since they already do so to an unbalanced degree.
Unless you're just talking about player strategies using the ACE device and not some new 'trap' configuration for the ACE that you would like to see implemented. I mean, you could always lay a mine.
FliggenMan
2003-04-15, 01:53 AM
i am not asking for a mod to the beta, im just utilizing strategy as u suggested,
and ACE's are mines.an ACE can be deployed into a turret, mine, or somethin else, and im not sure if u can deploy certain kinds of ACE's inside facilities or just not at all.
btw how re these phantom hackers overpowering? i mean u have to stay by a terminal to hack it so y dont enemies enter and just blast them to pieces?
McBearclaw
2003-04-15, 02:34 AM
You only have to stay by the terminal while you're hacking it. That doesn't take 15 minutes. Here's how the phantom hacker operates: He pops into an empty base. He hacks the command console. Then, the fifteen minute timer begins. He leaves before defenses arrive. If defenses don't arrive within 15 minutes (which must be the case fairly often), then he's just capped a base and received a load of BEPs. The hacker doesn't care if the base is rehacked ten seconds after he caps it; he just wants the experience points. Then he just cruises from base to base in the backwaters until someone finally catches him in the act. If they ever do.
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