Help with remote det. traps.

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Guest

Guest
Has anyone had much luck with remote detenator traps?

Since they don't have all that much ummph--they won't really
even slow down a supermutant, I've tried to spice them up
a little by adding some dynamite or plastic explosives. I'll
set the rem. det. trap, then drop some other explosives next
to it (in exactly the same place, I don't move the character.)
But, when I set off the trap, the explosives don't go off. Is
there any trick to this?

Also, how can you use the traps in turn-based mode? Is there
any way to set off the trap as the bad guy walks over it, or
do you just have to hope that he ends his move close enough?
 
Make sure that they are set with the person with the highest traps skill. It will make a difference. Use a mine next to the trap, it might be more effective than using dynamite. There also is an explosive handling perk that helps to get more damage per trap or explosive.
 
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