Tips on playing Trapper
Trapper is a killer i always have trouble with. His early game is setting up traps which are easily disarmed by survivors, resulting me in running noed so i at least have some end game.
Can anyone suggest builds and playstyles with Trapper so i can become more efficient?
Comments
Corrupt intervention, then trap the area where the gens aren't blocked. It will give you more time to set the traps and less map to patrol for a couple of minutes.
You can mix it with Ruin and/or PGTW.
Corrupt intervention or ruin to slow down setting up period. Prefer placing traps in grass. Try to have at least one trap with you to /pretend/ like you're setting trap on a loop to break it. Place traps near places, where you would like to be notified (if it's disarmed). If you think there going to be a chase in know to you direction, try to place traps in advance (like when you about to enter basement with someone inside, try to place a trap on their way, or at loops, where survs like to run only because it's good for looping, but not for normal passing). "Save the best for least" benefits from you hitting trapped people, or picking them up if it's an obsession. So one perk to slow down setting up period, one perk for synergy with your traps, and two perks could be something to improve chasing, like enduring and brutal strength. That's basically my way to play.
If you think setting traps is too slow, just get the tool addons or iridescent stone. If you think people will disarm/sabotage, bring bloody coil/Oily coil. When people realize you have Bloody coil, then they will not disarm traps, since the cost outweighs the benefit in the immediate situation.
Try to hide traps in grass or putting them near strong loops. This will force survivors into them more often.
If you're on haddonfield, put them by the windows on the second story of houses. Makes it hard/impossible to use that window if there is no door. Especially with Iridescent stone.
If you really want to punish those who step in your traps, put on the honing stone addon, instant downs for trapping can be powerful.
Agitation helps you get people from your traps to a hook faster, giving you more time to set up traps, and you can set up traps at downed pallets if there is a place to hide it. I've always caught at least one person per game with that trick. Make them think i'm too busy for breaking pallets, then they vault over and get stuck... that's the kind of thing to work once, but that's sometimes all you need.
I think the most important thing with Trapper is learning how to place traps in effective spots. Typically, you'll want to place traps AROUND loops because survivors will often check pallets and windows.
Also, you want to trap loops that survivors are likely to use. With experience, you'll learn which loops should be trapped.
As for perks, Corrupt Intervention is nice because it lets you trap one side of the map without fear of the far away gens getting repaired to fast.
Whispers is also nice because it helps you place traps when survivors aren't around.
Get used to see at least 2 gens done since you will be setting traps so you can have a better mid-game control if you know how to and were to trap you will end chases quicket, the build I use is PGTW - BBQ - STBFL - Blood WardenDon't ever play without a trapper bag addon of some kind. Trapper literally requires addons to even function. Sabotage time addons (Coils) are hot garbage and barely make a difference. Shouldn't need to tell you that the jaws addons are a waste of space. Use setting tools to shorten setup time / mid chase loop trapping or his big rares for obvious reasoms.
Trapper's kinda like Ghostface in that survivors can ruin your power just by looking at you place traps then disarming them. The disarm time is trivial and having your traps disabled is far more damaging to your time than it is to the survivors'. SWF just plain bullies Trappy boy and there's naught to do about it.
Like others have said, the game generally begins once you've ceded your first two gens to setup time, unless you run Ruin or Corrupt Intervention. If you are denied setup time to get your traps down, you won't have much time later on in the game to set or reset them. It's important to get as many traps on the field in useful positions as quickly as possible because you ain't got time for nothing. SERIOUSLY, you have got to move like you don't have time at all because you don't. Trapper starts out with Negative pressure because HE needs to travel to his objectives (traps) and set them up before starting his patrol and chasing. Run like your ass is on fire.
You're an area control killer, emphasis on "Area". Trap one half the map then drive survivors into it by positioning on one side of them. Try to force a 3gen if possible. Staying in proximity to your "territory" you're defending helps stop people from disarming them.
Perks:
Running Sloppy Butcher really helps slow the game down against heal-happy survivors and give you a bit of time to breathe. You feel a bit better just tagging a survivor and letting them go because you're wasting their time either way. Franklin's is also a great perk to use.
Haunted Grounds can help if you start a chase too early and don't have any traps up. Usually with Corrupt intervention, survivors are cleansing totems, which can give you a free down in an early chase. It also clamps down on survivors who anticipate Ruin and don't start a gen to check for it. It's a gamble,though usually quite helpful to me anyways.
All chase perks are alright on Trapper. Brutal Strength, Sf/Enduring, Bamboozle all work because he's am M1 killer. Fire Up even has potential because it helps ALL actions you do, and you're usually tossing 2 or 3 gens anyways.
Agitation/Iron Grasp help you move survivors you've downed into areas that you have traps set, as opposed to the nearest hook possible. Being able to pick where survivors move to is a very good perk to have, especially if it's the basement.
Lategame perks. You're gonna hit lategame eventually just because you give up gens in the beginning. If you start trapping the exit gates and they open, you can do a number on survivors just by running Blood Warden, especially because your traps are good regardless of Adrenaline. You can combine it with NOED to get back at people bullying you, but that's two perk slots gone for Lategame. Don't run Remember Me because your traps don't count for stacks
Good trap spots :
1. On top of the combine harvester ramp on farm maps. Default traps almost match the color of the floor and survivors have a hard time seeing them if they run up. A good way to ruin BL users' day. Also trap Cow Tree.
2. Haddonfield, windows to second floor porches/overhangs. Step over the window and then place the trap on the outer side of that window on the porch overhang. It means a survivor cannot do anything but step in your trap. Highly visible, but it's nice to cut at least one of those loops down. If you're good at predicting where people fall, you can also pull some good ones under windows survivors drop from.
3.Crotus Penn, around the first floor windows. You need to predict where they fall for these sometimes, but they can save you a ton of time on that broken central building.
4. Entrances and the strong window to the Groaning Storehouse. If anything, these let you know when a survivor is moving through those areas, as well as maybe landing you a slick basement hook.
5.The Game, trap the staircases and the chase-ending loops, as well as the spots where survivors can drop down. There's not many other places to put them, and at worst they're disarmed and you get information on their locations.
6. Ironworks of Misery/Wretched Shop/Rancid Abbatoir/etc., Trap the god windows until the devs finally get off their butts and make the minor mapping changes needed to stop those god loops from spawning. These loops will wreck you as Trapper because you have no tools to deal with them.
7. Autohaven, trap the entrance to the Bulldozer window. It again shuts down Balanced Landing users, as well as people that want to tango around the bulldozer pallet/ window loop
8. Yamaoka Estate, Trap the outer edges of the map. The middle is a pallet dead zone,so survivors like to run around the outer ring more. Once you learn the paths they take, it gets easier to know how to place traps for them.
8. Killer Shack. It's on every map and is a guaranteed time waste vs any good survivor. Nip it in the bud.
Trap paths survivors take between gens. Trap sides of loops that survivors aren't expecting. Trap around hooks if those traps will still be useful when that person is unhooked.
Trapper's easily bullied,but every victory you get with him is well earned. Just try to be unpredictable and don't chase people who want to be chased. Chase people trying to get away.