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Arc Traps Future Megathread


blackflashcannon
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Funnily enough, it's the slower ones who suffer the most from the Arc Traps. 'rushers' still blaze through the mission until we see them magnetic doors.

 

Basically this. Arc Traps actually hurt the normal players ALOT more than they hurt the Rushers............which is you know, the exact opposite of what they were meant to do. You're running through a hallway, suddenly, you're getting zapped by 2-3 Arc Traps. The distance to get out of range is about the same both forwards and backwards, so there's not really much punishment in running PAST them instead of falling back and trying to pinpoint where they are.

 

I vote that they be removed 100% from the entire game.

1. They do the exact opposite of their intended purpose, which is already enough to have them removed.

2. Their damage doesn't seem to scale, so they're absolute nightmares to low level players, neglible to high level players unless they stay in range an extended period.

3. They can electrocute you without having line of sight.

4. Their placement is often extremely buggy, which makes point #3 even worse.

Edited by TaintedDream
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My complaints/suggestions are:

 

 

1. Arc Traps are always allied to the AI faction controlling the sector. Even the Infested. They should be Grineer only, and zap any non-Grineer.

 

 

2. Arc Traps cannot be hit by all melee weapons. My Dual Ichors can't hit them when they're at their normal height. 

 

3. Arc Trap placement is arbitrary. They end up in really weird places, like behind lockers, and they're often hard to target. If they were more like Corpus Turrets or Cameras and had fixed placement this wouldn't be an issue.

 

4. Arc Traps attack instantly. They should have an arm time like Corpus Turrets, or a sensor scan cone like Corpus Cameras. 

 

 

5. Arc Traps send out constant arcs of electricity. It would be better if they had a minimum delay between arc shots. Maybe a second or two? Maybe prevent the zapping from stunning after the first hit?

 

6. Arc Traps could have a charge mechanic, similar to the bows. It could be used to limit their range, so there would be fewer hits when you were farther from the trap. It could also be used as a visibility enhancement, if they glowed brighter with higher charges. They'd be easier to spot, so they'd be less aggravating to players. 

 

TL;DR: Arc Traps charge like Paris, low charge = low range, small glow, high charge = longer range, big glow.

 

7. Arc Traps hit targets with perfect accuracy. They should release their charge in an explosion similar to when they are destroyed, and catch the player in the AOE. 

 

8. Arc Traps attack a 180° plane in front of them. This should be reduced, or they should only sense targets in a smaller cone, if suggestion 7 is used.

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