Comments
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True but it becomes an issue with holocubes and dead man switches, since you can't trigger either of them in build mode.
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One way I could see it working would be if you placed down a generator and then you could place down a bunch of tiles as long as they have an unbroken path back to the generator. The tiles would be indestructible and would electrify at regular intervals, but if you destroy the generator then the tiles become inert. Might…
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I think it's a side effect of increasing synthite gains. Firstly because everybody is building more and raiding less, which results in everybody getting fewer raids; and secondly because builders have a limited amount of synthite but they also have a limited amount of time, so increasing synthite shifts the balance towards…
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I do try to build outposts for new players, but I've seen enough replays to know that people complaining about difficulty are not the new players who forgot to craft any grenades before entering the outpost, they're the would-be speedrunners who bring nautilus, arc barrier and spike drive into an outpost intended for new…
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Two thoughts. Firstly the difficulty thresholds are too low. It's pushing normal outposts into dangerous and dangerous outposts into brutal, which results in raiders ignoring both normal and brutal expeditions and just speedrunning dangerous expeditions because it gives the most rewards for the least effort. Secondly it…
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I thought I was building tutorial outposts but apparently three guards, two corrosive cubes and one boltshot is enough to push an outpost into dangerous now. New players deserve some credit, most of them have played a first person shooter before, they already know what the left mouse button does, and they can figure out…
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Spontaneous got nerfed and people are learning to play around it, so I think that style of map is going to die out fairly soon. It's still annoying but it's not very effective anymore.
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It's a problem for builders as well as raiders. Brutal outposts aren't getting as many raids as they really should because for raiders the reward isn't worth the effort.
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I'm fairly certain it's a bug involving the new dynamic difficulty system. I think if an outpost's rating goes too high then it wraps back round to zero.
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That's a problem with the spontaneous mod, not with the incinerator. It's possible to build oppressive setups using nothing but corrosive cubes.
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At the very least the acid should not be able to pass through other corrosive cubes. Right now you can stack six corrosive cubes inside a vertical shaft and the ejections will stagger in such a way that the block underneath them is constantly covered in acid. At no point can you stand in that spot and not die.
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I think points 1 and 2 could both be solved if raiding dangerous and brutal outposts gave more synthite. What I've been finding is that I can spend 15 minutes building a 750 capacity normal outpost or several hours building a 4500 capacity brutal outpost, but the normal outpost will get twice as many kills because it gets…
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Volt Ripper: Very similar to the Volt Lancer, but instead of a bolt that sticks into surfaces it fires a sawblade that bounces off of surfaces until it runs out of momentum. You can't pick up the blade until it stops moving and you will die if it hits you, so it's important to work out the angles before firing. Plasma…
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What about just adding ladders to the game? Nothing fancy, just a low capacity "trap" that lets the harvester or the guards climb that section of wall?
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Plating: Similar to what guards have, but adjusted for the raider. It takes up one of your hardware slots, and if you take a hit then it's automatically consumed and gives you a moment of invulnerability. Pulse Disruptor: An energy weapon that leaves no projectile and automatically regenerates ammunition, but deals no…
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If you keep dying to blind corners then learn how to use the demolition cannon.
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How about a mod for the enforcer that causes the bolt to let out electric arcs for a few seconds after it hits a wall?
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The real problem with keys is that they force the player to backtrack, but most players will have already cleared the path on their way to the key, so backtracking along that path adds no challenge and just wastes their time. The only way I could see it working would be if you could place multiple doors and a control…
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Dozer: A melee guard that charges towards the raider at high speed. Pretty much the Charger from Left 4 Dead 2. Overseer: A flying guard that has no offensive abilities and will try to flee if it sees a raider, but what it can do is repair traps and revive other guards. Priority target for obvious reasons.
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I'd really like to see some space-filling props, not just stuff that goes on surfaces. It would be nice to have something to fill up empty spaces even if it doesn't do anything.
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In this particular case I don't blame it on the players, the game just has two mechanics that pull in opposite directions. Allowing builders to add optional challenges to an outpost is a fine idea on its own, and forcing builders to strategize by limiting their resources is a fine idea on its own, but when both systems are…
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The problem isn't that raiders are entitled, it's that builders don't want to spend capacity on optional side areas. Every trap on a tomb is one less trap on the harvester path.
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You're looking at it the wrong way. As a builder your goal is to get as many kills as possible, and that means not only killing the raider, but also keeping them engaged enough to try again after five or ten deaths. The system is designed to reward outposts that are made to be interesting over outposts that are just made…
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I think the basic plasma sentinel is fine as it is, but the plasma cloud mod could do with a price increase. Without that mod it isn't particularly threatening.
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The problem with letting Harvey walk through holocubes is that builders could make an outpost that kills Harvey in the first few rooms and then leads the raider into a giant holocube maze that they can only navigate through trial and error. Unfortunately, anything that can be abused will be abused.
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For speedrunners, how about adding the Eagle Eye mod to the impaler? Increase the activation range from a single block to a 1-2 block radius, so if a raider tries to rush through the trap it will activate while they're approaching and kill them if they don't slow down.
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I think the HRV system isn't in a bad place but it might be good to have some augments that give it a few more movement options, subject to a few restrictions for balance purposes: -Harvey should always be less mobile than the raiders, since Harvey doesn't have to deal with traps or guards -Harvey augments should have a…
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Explosive Barrel: Explodes with a large radius when damaged Mods: Shrapnel: Increased explosion radius Toxic Waste: Explosion leaves a damaging cloud for several seconds Nitroglycerine: Explodes immediately when touched by a raider or guard Second Wave: Second Wave Holocube mod: Chain Reaction Holocube does not trigger…