Cyba_Zero

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Cyba_Zero
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  • ^^ This. I hate being told how to play, what to use, etc. Let me use what's most effective for a given base, or what I'm having fun with at the moment. Of particular annoyance is the 'use hardware' one, which to me reads 'waste resources for the sake of it' and usually takes me far longer to complete than any of the others…
  • A well-placed impaler can be very effective. IMO they're slightly faster firing than a boltshot, plus the activation sound is quite soft and easy to miss. My most effective impalers are in places where I noticed raiders tend to naturally stop, incited pause-points due to other traps acting as distractions, favourite hiding…
  • The thing about advisor intel is also that it doesn't tell you how the corrosives have been used, and they happen to be a very versatile trap. Also those CCs could be anything, be it drippy spam or a meta killbox to cool stuff like an aesthetic volcano or parkour bases - or just a whole load of splitters, DMS drops and…
  • Also the trouble with players potentially not raiding based on advisor intel alone is that the advisor intel only gives type of trap/how many, not how it is used. The thing about corrosives particularly is that they are very multi-purpose: could be spontaneous spam, could be a meta killbox, could be a whole load of…
  • The other one that I've noticed in my replays is that raiders tend to fixate on the chuffing sound the tombs make, going round and round where they can hear it and missing that the actual route to it starts somewhere else (this is particularly evident in my Philomath base despite the big arrows pointing to the two 'secret'…
  • On your first point, there is an option to 'strip outpost' in the tab (building blocks) menu; it isn't the most obvious to find though.
  • That looks familiar actually, except I went round via the right-hand side nodes first. However, it also happened to the devs on the devstream and I think (?) they had a different node layout.
  • According to the Reddit thread it's something to do with the season 0 rank decals. I do have some in my WIP base that won't load, so it follows.
  • Same here, annoyingly with my current work-in-progress base (Brinkley, dreadshore location, also the first to make use of the new dreadshore blocks). I was able to open my old complete bases fine (all pre-Dreadshore aside from some recent laser additions) to tweak trap mods for the new capacity cost changes though, plus my…
  • I've actually noticed a whole spate in the last week or two of people leaving after 1 death in various bases (even one who didn't make it in the front door); at first I thought it was to do with ranking but it's still happening occasionally since the change, plus a few days ago I got crashed out on the loadscreen after my…
  • @zbord Does it have a big sign saying 'trust' on the outside and the entrance is a drop through a corrosive cube? If so, that might have been me a few days ago (can't remember who the builder was); I was wondering if someone had done something similar to what I had been thinking about doing. Whoever the builder was had…
  • Although sadly, I have noticed it also resets any points towards your next prestige your base had accumulated, which if lack of visitors is the issue isn't very helpful if the issue is continuous.
  • Don't forget white! Also the new hellscape update added 'fleshy pink'. But I wholeheartedly second green.
  • If it helps, I stumbled upon a 'reset' feature that allows you to refill GenMat if you don't gain the points to prestige (such as due to lack of raiders), giving you more time to gather the requisite prestige points. It appears in the same place you would ordinarily see the prestige option - ie on the prestige screen once…
  • If it helps, I was doing a raid the other day when my internet briefly dropped out a few deaths in and booted me to the start menu. I did go back to the base and register a couple more deaths before abandoning once I got back in (it was a killboxy base) but noticed on my raid replays that the first of the two raids - not…
  • Yes; on PC we can skip to GenMat and raider deaths as well. That's definitely something that would benefit console if it's not there already.
  • It would also be nice to have a skip-to point in replay for tombs, much like there already is for grabbing the GenMat .
  • ^^ This. My current base (Knightstown) has had both of these things happen: one who left after 4 deaths visible on the replay but with zero registered and no tombstones/drops, and two tombstones with drops that mysteriously appeared without any replays. I'm seriously considering keeping it set to inactive until these bugs…
  • I've had one instance of kills not counting: one raider left after his 4th death, didn't reach the GenMat, and didn't leave any tombstones or resources. Deaths were registered as zero, despite the replay showing four, and the base got no credit for them. (I've also mentioned it in the other 3 threads on this issue I have…
  • Did they ever complete the base, or did they abandon it? I had the same thing happen in my base at Knightstown despite previous raiders being counted/leaving tombstones fine - this raider left after 4 deaths without reaching GenMat however, which is my first abandon.
  • Same thing here at my Knightstown outpost. I have had raiders enter and die and be credited fine up until now in this base (although I didn't always seem to get resource drops from all of them), but just now I had a (solo) raider die four times in raid playback but it registers as zero - there were also no gravestones or…