2nd Wave is weaker; it should be a toggle, not a mod
Because 2nd Wave is a trap mod, it reduces all traps to only 1 other mod. That already makes them weaker than a 1st wave trap which can have 2 mods. In addition to taking a mod slot, it also takes up capacity to set a trap as 2nd wave. Finally, traps in 2nd wave take 4 seconds to pwoer up---players have estimated the first 10 blocks can be avoided if the raider speedruns out of there.
All these factors turn 2nd wave into a less desirable option. There's more incentive to use all your effort on 1st wave. But doing so leaves an outpost empty to walk back through, a rather boring experience.
To alleviate this situation, the option to make a trap 2nd wave should be separated from trap mods. Instead it could be a free option to set which wave you want the trap to be active.
Comments
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it's much farther than 10 blocks. i can get a good 20 using grapples properly. the delay is in place to allow that run time, to prevent instantly turning the room into a hellish nightmare. if you find 2nd wave to be less desirable, don't use it? i have bases that use it heavily, bases that don't use it at all. i normally have a small handful of surprises on the way out. 2nd wave holo blocks also act as armor since they're solid until 2nd wave fully activates. protecting other more expensive traps from early demolition. each type of building has it's trade offs. the fact that you want the cost removed so you can use it for free still says it's useful enough you want it. tradeoffs are huge part of the game, if a raider shoots a specific target and risks losing ammo, if they run a specific build that is sub-optimal for their challenge. a trap popping up that wasn't there before is one of those trade offs and builders pay in capacity.
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[quote]if you find 2nd wave to be less desirable, don't use it?[/quote]
That argument can be used against Anything that anyone says is weak or underpowered. The point is to not have things that are weak and not used, you want everything to be balanced.
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second wave isn't weak, you just haven't found it's value yet. you can't force a trap or mod to do what you want it to, you have to work around what it does
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You not wrong but It was probably designed this way intentionally: Imagine having to deal with the same kill boxes design twice.
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