| Disarming TNT / Detecting Traps[message #340175]
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Sun, 22 March 2015 19:37
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fightcancer |
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Messages:213
Registered:February 2005 Location: USA |
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Kaboom has an EXP skill of 85 but he cannot disarm TNT. WTH?
EDIT: More specifically, in build 1.13.7609 (build 14.10.24), mercs with the Demolitions skill or Optimist trait cannot detect their own traps. Therefore, they will never, ever be able to disarm their own TNT. Silversurfer has addressed this bug in r7811.
However, another problem remains. Mercs like Ears and Hurl are mysteriously unable to detect the traps of their own TNT. No known solution.
[Updated on: Sat, 25 April 2015 19:48] Report message to a moderator
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Sergeant 1st Class
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| Re: Disarming TNT[message #340393 is a reply to message #340175]
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Fri, 03 April 2015 19:00 
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fightcancer |
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Messages:213
Registered:February 2005 Location: USA |
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After further testing, it has nothing to do with EXP skill. I leveled Gumpy's EXP to 100. He has a WIS of 94 still. He's level 3. He too cannot disarm TNT. However, Flo--with lower AGI, DEX, EXP and WIS than Gumpy--can. She's level 4 though.
Perhaps level 4 is the cutoff for disarming TNT? Or perhaps there is a bug in the code that permanently disallows some mercs from disarming TNT?
[Updated on: Fri, 03 April 2015 19:00] Report message to a moderator
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Sergeant 1st Class
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| Re: Disarming TNT[message #340440 is a reply to message #340395]
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Sun, 05 April 2015 19:11 
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fightcancer |
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Messages:213
Registered:February 2005 Location: USA |
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sevenfm wrote on Fri, 03 April 2015 16:12You can also use remote defuse/remote combo to safely disarm TNT later or simply blow it up with grenade :-)
How does this work please? I bought a Remote Defuse off Bobby Ray's but I can't use it. Thanks.
I also have a Remote Detonator and a Remote Bomb Trigger.
[Updated on: Mon, 06 April 2015 03:23] Report message to a moderator
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Sergeant 1st Class
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| Re: Disarming TNT[message #340451 is a reply to message #340440]
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Mon, 06 April 2015 03:23 
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fightcancer |
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Messages:213
Registered:February 2005 Location: USA |
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After further testing, not only can Gumpy, a Demolitions expert with an EXP skill of 100, not disarm his own TNT, he can't disarm Flo's TNT either.
It seems like a bug.
Also, when Gumpy and Kaboom try to disarm TNT, they don't even get the menu option "Disarm booby trap?". They just get an explosion.
[Updated on: Mon, 06 April 2015 03:25] Report message to a moderator
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Sergeant 1st Class
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| Re: Disarming TNT[message #340514 is a reply to message #340505]
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Sat, 11 April 2015 03:00 
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fightcancer |
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Messages:213
Registered:February 2005 Location: USA |
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I think I better understand this bug now.
Currently, mercs do not know their own traps. Therefore, any trait or skill that 1) boosts a merc's ability to set traps, or 2) hurts a merc's ability to detect traps will cause the merc to fail to disarm TNT. The Demolitions skill adds +5 to your bomb level. Therefore, the merc cannot disarm his own bomb. The Optimist trait lowers a merc's ability to detect traps. Therefore, the merc cannot detect his own TNT trap/bomb.
So any mercs with the Demolitions skill or Optimist trait will not be able to disarm the the TNT they set.
I suggest 2 things.
1) The demolitions skill should give one an advantage in detecting traps.
2) Mercs should be able to recognize their own traps.
Still Unknown
Why can Gumpy with EXP 100 not detect Flo's TNT trap?
[Updated on: Sat, 11 April 2015 18:32] Report message to a moderator
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Sergeant 1st Class
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| Re: Disarming TNT[message #340718 is a reply to message #340713]
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Sat, 25 April 2015 15:45 
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fightcancer |
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Messages:213
Registered:February 2005 Location: USA |
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...Hence my concern.
Gumpy
EXP: 100, MEC: 21
Ears
EXP: 99, MEC: 28
However, Larry (with EXP: 100, MEC: 24) can disarm TNT just fine and I power leveled his WIS to 100 also.
There's something else going on here, but it's not a big deal. Just wanted to mention it.
EDIT: To be more specific, neither Ears nor Gumpy can even detect the trap. So they get no option to disarm the trap. It just explodes.
[Updated on: Sat, 25 April 2015 18:07] Report message to a moderator
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Sergeant 1st Class
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| Re: Disarming TNT[message #340726 is a reply to message #340720]
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Sat, 25 April 2015 23:38 
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fightcancer |
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Messages:213
Registered:February 2005 Location: USA |
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silversurfer wrote on Sat, 25 April 2015 17:55None of these mercs are broken. They just are no explosives experts. It takes explosives and mechanical skill in addition to dexterity, experience and wisdom. Those who do not have demolition trait suffer a penalty. Use the proper mercs to disarm explosives and not those M.E.R.C wannabes.
Is there a specific stat cutoff you recommend for mercs to be able to disarm/detect their own TNT booby traps, e.g. MEC: 45, EXP: 80, WIS: 75, etc.?
My goal is to level WIS to 100. Arming TNT used to be the best way to do so. How can I know which mercs are incapable of disarming TNT?
Thanks.
[Updated on: Sat, 25 April 2015 23:40] Report message to a moderator
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Sergeant 1st Class
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| Re: Disarming TNT[message #340774 is a reply to message #340740]
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Tue, 28 April 2015 16:53
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fightcancer |
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Messages:213
Registered:February 2005 Location: USA |
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Got it. Thanks!
Is there any way to disarm TNT remotely? I was thinking it would be a safer bet that way since some of my mercs can't disarm it directly on the TNT itself. Thanks!
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Sergeant 1st Class
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