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Treyarch: Please heal traps.


83457

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Traps need some loving healing. BO3 has been fun and it seems that you want us to be happy this time around, so I'm hoping to bend your ear. 

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Civil Protector: I understand why this was nerfed; this guy was beast. I ran around him with an unpap'd L-CAR-9 to round 55 with ease; no perks, no pap. He still revives, but sucks as a trap now, which is acceptable. 

 

Heal this please: zombies walk into him and run in place, CP rests his gun on their head, and not being able to lower it, he can't fire. It's very sad. Give him a helping hand with this. 

 

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Chain Traps: Traps in old school zombies were the last resorts of the map. In SoE, having the traps stop killing at round 42 made no sense since we can get further than that with alternate ammo easily.

 

Now, traps on 42 are a joke, they don't kill at all. No players use them and they get zero respect. Heck, they kill more players than zombies from what I've seen. 

 

Once nothing else works well, traps should be a last resort, 'buy a crappy wall gun, make points, use trap' should be viable until like 100.

 

Most players will die trying to navigate around the horde to keep running them through traps, so it's not like everyone will suddenly get to 100, or anywhere close. But, we will have a fun option besides 'Apothicon Servant + Alchemical Antithesis', which only works for one player anyway,  or the option of 'running circles with alternate ammo until dead of boredom'.

 

Traps will add an actually exciting late game strategy for all players, that isn't too easy. 

 

That sounds better than them basically being wall festoons that nobody uses.

 

As is, if you put a useless light show in their place, i would pull it more frequently than these pointless traps. I don't mean to be harsh, but that's an honest assessment that i feel most would agree with. 

 

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For the record, i posted 'more zombie maps inside!' and actually try to play with traps and use every feature of the map, so i definitely am one to judge them accurately and fairly.

 

We are all missing out on a goldmine of fun if you just boost these traps to a viable level (by SoE power level standards).

 

Thanks for reading, and happy gaming! 

-83457

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15 minutes ago, Conzul said:

Or make it so that chain traps are "trappers" instead of "killers".

Like, the chains shoot out and stop a whole wall of charging zombies for a few seconds. 

 

That would make more sense to me. 

I'm not seeing what that would do for us. With the exception of maybe Subway>PaP trap, none of those are really spots where you would stay and headshot for more than a few seconds. 

 

Perhaps the occasional revive help.

 

I'm not trying to be negative, I'm just not seeing it. I love the food for thought. 

 

Would it be like a safe zone while on? I still feel like you'd be stuck when it shut off.

 

Edit: Oh, like trapping the last zombies so you could spam the ?Box or GG machine without killing them all with Turned/Fireworks/et cetera. That would get used for sure. 

 

Regardless, I doubt that a functionality change would occur, so I'm simply hoping for a buff for fun's sake.

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2 hours ago, Conzul said:

Or make it so that chain traps are "trappers" instead of "killers".

Like, the chains shoot out and stop a whole wall of charging zombies for a few seconds. 

 

That would make more sense to me. 

Wouldn't work too well with how frequently they despawn/respawn in BO3, unless this was disabled with the trap.

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I suppose. 

 

Personally, I'd rather Shadows got a buff to its weak as F "Specialist Weapon",the swords. Those things stop being useful around RND 30,imo.  Compare them to DG spikes or skull of nan sapwe, lol swords are trash. 

 

Especially the Apothicon Sword, which I wish I could use longer. The L2 attack is an excellent panic button, but inevitably we have to trade it out for the Keeper Sword for rounds 30-45 to do any damage with it. 

 

I mean they're effing swords for chissakes 

/rant

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12 hours ago, Conzul said:

I suppose. 

 

Personally, I'd rather Shadows got a buff to its weak as F "Specialist Weapon",the swords. Those things stop being useful around RND 30,imo.  Compare them to DG spikes or skull of nan sapwe, lol swords are trash. 

 

Especially the Apothicon Sword, which I wish I could use longer. The L2 attack is an excellent panic button, but inevitably we have to trade it out for the Keeper Sword for rounds 30-45 to do any damage with it. 

 

I mean they're effing swords for chissakes 

/rant

Agreed on Apothicon sword. But one usually gets it upgraded fast enough.

 

Once upgraded, the autonomous sword is amazing, i don't know when it stops being useful, but it instakills through the low 70+'s for sure.

 

But if I swing the actual in-hand sword it is unpredictable and it takes like 3-5 second to register that you hit a Margwa head. Give it instant damage, not delayed damage. You stab a margwa, he downs you, then his head explodes. That's simply bad synchronization.

 

Swing at a zombies on 50, 5 zombies go down, swing at the next crowd, it doesn't effect them. Why so unpredictable?

 

And what's with the head counter?

 

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Maybe I'm doing it wrong but I've used traps an honest 3-4 times in BO3. Once for the ZnS plane challenge, the rest on The Giant. I just don't see the point. I think I'm like Prestige 4 or something so it's not a lack of gametime. I've also never seen round 40 so that might be part of my problem.

 

If they gave you a break, I'd use them more but they don't. I smoke when I play so I'd gladly pay 1000 for an honest 10 seconds of safety just to light a cigarette. Depending on the location, I could probably do this already but it's far from guaranteed with them respawning and jumping out windows so quickly.

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Oxin8, I've done 12 prestiges out of 10 (stupid glitch), I have over 30 days playtime on BO3. Traps were almost pointless when they lasted only through 42. They needed a huge buff, but got a huge nerf. So it's not you, it's the traps. :)

 

Again, I'll state that i play without PaP or even perks sometimes for a WaW NDU/ZV feel, and the trapss aren't even much good at that at their current (lack of) power level.

 

Traps need to last past the average of a map. Like most folk in WaW Der Riese couldn't get past 35-40 (I know some of you are beastier than that), and the traps lasted past that point.

 

In SoE, i feel many solo players are doing 50+ in one life on a good game, and many more will hit that level in BO3's time.

 

With alternate ammo, AS, Upgraded Sword, the traps need to also have a higher power level to keep them in the game. 

 

If SoE was a max round 20 game on average,  then the traps could be good until 25-30, but with SoE being a marathon map, it should have marathon traps, for the long game. 

 

DE is quite easy also, maybe those traps could get a boost too. [Edit: Ignore this last sentence, I typed without verifying any DE trap issues, which probably don't exist on DE at all. It was assumed].

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@83457 So is this an issue across all maps on the 360? I haven't played a long game of regular zombies in a while, but as far as I am aware the issue only affects Shadows of Evil on the One. Traps on all other maps are insta-kill permanently. 

 

With all the fixes they have rolled out for the game, surprised this has not been addressed yet. I can't imagine that the traps on Shadows are supposed to function this way.

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8 minutes ago, DaveLo07 said:

@83457 So is this an issue across all maps on the 360? I haven't played a long game of regular zombies in a while, but as far as I am aware the issue only affects Shadows of Evil on the One. Traps on all other maps are insta-kill permanently. 

 

With all the fixes they have rolled out for the game, surprised this has not been addressed yet. I can't imagine that the traps on Shadows are supposed to function this way.

I'm honestly not sure about DE or Giant, the few times that i used traps on either, it was in 20s-30s range in MP to cover me as i revived a player. They may be fine and i should not have mentioned DE without properly testing the traps there. I just assumed the issue would be similar. My mistake, sorry. 

 

But in SoE, they are crap. I used them occasionally when they lasted through 42, but now the zombies ignore the trap completely at that level (I'm sure it does some damage). I'm not sure what round they work to now. In-game a few days ago, an xbl friend said they are useless at round 25 when they last checked, but i haven't personally verified that.

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