Equipment / weapon additions to counter frustrating outpost designs
As of the open beta, there is one type of outpost that reigns supreme, and that is the single lane piston hallway complete with guards, flamers and plasma sentries on the sides surrounded by magma cubes.
The reason that these outposts are so effective is because the only way to really defeat them is to tediously kill every piston and flame trap, which is extremely annoying due to the intense long range pressure provided by guards and/or sentries. If the pistons didn't exist, the player only needs to run through the entire base to succeed, since the sentries can't hit anything that is moving, and massed enforcers are easily killed with the plasma bow.
I like the idea of having weapons and equipment that are made to counter certain designs, and I've thought of some changes and additions to the arsenal that would help against these outposts.
1. A sniper-rifle type weapon that pierces guards/traps.
This weapon would require a lengthy charge-up time that improves projectile speed and arc over time, until at 100% charge, where it pierces all guards and traps until it hits a wall. This would counter massive piston hallways, where one projectile would destroy a large amount of traps. This would also counter massive warmonger rushes, which I think everyone has seen at least once.
2. Buffing flash barrier to reset duration after each hit.
This would help counter outposts that put every trap into one room, killing players with sheer volume of fire. A flash barrier can be used for much needed breathing room to grab ammo, or to wait for cool downs like with arc barrier. This would help builders put "breaks" in their outposts instead of putting everything in one room. Also have it dissipate/deflect plasma sentry projectiles so it does not trigger the AOE upgrade.
3. Buff grenades to increased count and AOE and make them sticky?
Grenades should be used to counter extreme trap density. I think they are somewhat mediocre due to the fact that they are countered with traps that are not near a floor for the grenade to sit on. If they were sticky or exploded on impact with an increased aoe This would help stop builders from making huge walls of traps that take forever to pick apart.
4. Buff arc barrier to destroy pistons on touch
Many players think arc barrier is really op, but it's cooldown is quite massive in the grand scheme of things. It already destroys pistons that are activating if being stood on, it should also destroy them if they are walked into while activated. This would also help dismantle those massive piston hallways, even better with a speed boost from a spike drive.
5. Greatly reduce spike drive duration, but reset cool down on trap/guard kill.
This Buff is probably the most controversial one, but it would also help the "every trap close together in one room" kind of outposts. Maybe make the duration 5 seconds but refresh on kill? So a small break will stop the streak but it will thrive in target rich environments. Also, doesn't it sound FUN?
I would like to see any other cool ideas that anyone has. It's fun to think of all the cool ways this game can be balanced.
TLDR: We need more weapons to counter low effort base designs and encourage clever builds.