Edge of map guard killing.

Member Posts: 685

Can we please fix players exploiting the map barrier to fight guards from outside the map where they can't be reached.

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Comments

  • Member Posts: 9,435

    Maybe find a better way of using guards besides ambushing the raider the second they load in?

    If I can't kite the 20 Warmongers that immediately charge at me to the entrance to pick them off one by one, I may as well abandon the moment I load in and spot them all glaring at me.

  • Member Posts: 9,435
    edited April 2023

    "Why won't you willingly walk into my poorly designed trap and die?"

  • Member Posts: 685
    edited April 2023

    the point of this is that people are calling builders exploiters and crying, i'm making it very clear that they are doing exactly the same thing.

  • Member Posts: 685

    i've handled this problem by adding long tunnels or mazes to the front of those outposts to discourage retreat

  • Member Posts: 9,435

    Excellent! This is the correct response. Instead of hoping raiders choose to sacrifice themselves to easily escapable traps and getting salty when they don't, build the outpost in a way that escaping them is significantly more difficult.

    The map edge is not an exploit, it's a core function of the game. Like being able to survive grappling through 1 corrosive cube, or being able to poke around corners to scout out potential traps.

  • Member Posts: 685
  • Member Posts: 1

    As the builder you are preparing your encounter knowing full well you wont be there to change anything once the raider enters the map. So build. if you wanna use external guards without fortifications use fliers with armor and move speed instead of the ambushers, Warbois can only work as a tank if their able to leverage their armor effectively which means limiting the raiders ability to view their back and sides until they attack.

    Guards not being able to leave the outpost isn't an exploit. you should be building to utilize everything you're putting into it.

  • Member, Alpha Surveyor Posts: 7,491

    Most of my attempted shots at guards miss. I can handle the corrosive cube exploit better than I can handle mobs. If I have no way to counter guards, it's not worth my time attempting the base and I just abandon it. The builder gets at most one death.

    If you put guards in a place where they're near the edges, use Hornets. They're ridiculously annoying and I spend 5+ minutes searching the desert for all my lost ammo (not an exaggeration, my replays must be boring as hell to watch). God I hate that ammo can go out into the sandstorm warning area.

  • Alpha Surveyor Posts: 7

    lol

  • Member Posts: 685

    i have a post in feedback about fixing your ammo lost to the abyss, it would also solve this post. please look into "outpost barrier"

  • Member Posts: 685

    shooting something that is incapable of pathing to you even when it has a clear line of pathing is indeed an exploit. you are welcome to disagree.

  • Member Posts: 109
    edited April 2023

    I made a "wave survival" arena with a flat above-ground area and winding tunnels under it, with a bunch of Warmongers in various places under it, all set to Bloodlust.

    It accidentally became a variable-difficulty thing that's fun for all skill levels.

    If they're a badass, they will always be fighting 4+ warmongers at all times.

    If they're not that great and they hide, they'll fight 2-3-ish. Bloodlust gets disabled when there's nobody in the arena.

    Then when they explore in a bit and a Warmonger sees them, the next wave comes out and they hide again.

    And the best part is, the ones that camp outside the arena still give me 4+ deaths because the Warmongers jump forward and kill them when they try to sneak close to get their ammo back.

    It has gotten me just about the most kills out of any outpost I've made so far.

  • Member Posts: 685

    i should be able to utilize 2nd wave corrosive targeting by that logic, but everyone calls that an exploit.

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