Comments
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Too bad there's no reward. Or maybe a QR Code to let us made our campaigns in the same way.
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Marquez added to the list.
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Potosi and Nashwauk added to the list.
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Thanks for video!
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I'll give a try, thanks. Nags Head is a trick One.
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Wow! Potosi is my fake Dangerous last map in build. Actually inactive at level 5 for more aesthetical Revolution. You played with no decals. When back online, I'm pretty sure you'll enjoy It!
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Thanks!
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Done! I've also added the Kill Ratio for each Outpost.
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The Teleport solutions can be potentially limited for game mechanics or rules. Even for HRV even for traps disposition or guards behaviour to respect. Sad but true.
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Flamethrower trap would work in a different way / range as explained.
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I'm totally agree with you. I don't ever think a lore break adds. I suggest those traps with specific animations in mind due to the fact that there Is already the bomber and the incinerator. With the 180° angle detection I Imagine those three traps always in movement (maybe with some noise to hear their active presence)…
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Obstacles should be nice, even if HRV Path alternative and Dynamic route could be a problem Like the moving wall. Same as Teleport and the bad use a Custodian can do to Teleport raiders in front of a trap or in the middle of a killboxe. I've posted just Yesterday here a Teleport post and those are the concerns raised by…
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Ok. I understard your point. It sounds a bit too tricky to make it work properly with such variables. And if we reimagine its use and activation? An harmless wall long 1x (mod 2x, 3x) triggered fast only from its sides at 2x distance. This to prevent enemy and HRV to be killed. Enemies can't go or stand upon triggered…
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Thanks! More correct: Il condottiero è immune ai danni da fuoco.
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Your point is very precious. I posted this idea on reddit before writing here with the trap available only on walls. Then a user pointed out that It can be used on floor and ceiling too. Thinking about how it works, using on floor and ceiling might be a problem with HRV. So It can works only on walls, HRV doesn't activate…
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Basically no traps upon a trap. HRV doesn't activate traps so It should be ok and no rule changes. It detects in one direction, 2 blocks detection.
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Traps can move up to 3 blocks with mods; 1 block in basic mode. It can be put on walls ceiling and floor (elevator solution maybe). Raider can't be pressed from moved wall. So, for example, putting a standard range moving wall on left side, move the player 1 block to the right. This scenario needs at least a corridor 2…
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Actually I've thinked about a non hideable trap 'cause is an always on trap. So RIP holocubes for It.
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Thanks. The major cost of the Impaler is perfect for not abuse the use of this mod.