Suggested trap quality of life changes
In the current state of the game it is possible for a raider to move forward without stopping and pass through a trap before it's activation timer can expire.
I don't think it should be IMPOSSIBLE to pass a trap before it triggers but with speed stims, the melee suit's speed increases, and the grappling hook being base kit. i think it should be fair that someone using NONE of these speed increases shouldn't be able to just WALK through traps like they don't exist. i believe they should have enough time to step in, notice it's active, and step back.
My suggestion is to halve the delay on activation after triggering a trap, if not as base kit as a mod.
additionally there is no real element of surprise to traps with all the warning sounds and lights that are given to a raider. It would add a lot of suspense to have a silent mod that removes the sound and red warning (yes i understand how strong this is, i think it would be a good idea to start it at costing the same capacity as the trap it's being applied to and see where to move it from there)
The elephant in the room - Corrosive Cube
OPAQUE SHOULD NOT ALLOW TAGETING
i'm fine with 2nd wave acid allowing targeting, i think 1st wave acid should allow targeting also for consistency, but it's a TRANSLUCENT fluid, you do not have clear line of sight, nerf targeting range if it goes through acid. reduce the range by a percentage down to minimum 3 (the block behind the acid the trap is in, the acid, and the block you're in to trigger it) and it will make it a real tradeoff to use acid in that manner.
This is rather self-explanatory. we need things that allow us to activate a trap BEFORE a player sees it.
Very simple Trap A is activated or destroyed, Trap B activated regardless of raider location, either as a base mechanic, or a mod. PLEASE
we really want bomb drop chutes <3