Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You say skip, I say beat. Why is speeding past worse than slowly destroying all traps.
The shield gun could maybe use some balance, but the grapple is not.an issue
Just because it is a core game mechanic doesn't mean it can't be OP.....
In any case, personally I think the speed of it should be lowered a bit, or that you shouldn't maintain the speed when you "jump" off of it. As it is the main reason why rushing through most bases works.
Whether or not "you base wasn't good enough" is a different matter, but when most defenses trigger as slowly as they do, the speed of the hook makes it difficult to make anything interesting while also taking care of rushing.
To me the problem isn't the grappling hook, but the trap delay. You can literally walk in front of the basic spike trap, take a second to react, then still melee the trap or use countermeasures. The assaulter can make mistakes and easily get away with it.
As far as I can tell from 3 days of playing (mostly building): Without advanced trap upgrades/combinations/capacity the builder has to rely on human error, which results in experienced players breezing through a base while beginners easily get their pace disrupted, resulting in a lot of deaths. This may work as intended, but makes building not as fun or engaging when starting out without the necessary tools to not rely on inexperience.
For me it turned into considering the psychological effects for placement to disrupt the pace, which I enjoyed greatly. Still ... for most of the bases it would have been enough to just keep walking to make it through.
The most success I had was with people tumbling into semi-hidden lava pits. Why? Because that trap doesn't allow you to recover and has almost no delay to kill. Unlike anything else I had unlocked.
Greatly enjoyed the beta, but I have mixed feelings about this. Once the playerbase gets experience, most of the (not impossible killbox) defenses will become ineffective.
Ofc it could be op. If it killed enemies, granted invincibility, let you phase through walls. But as it is now its not op its just a game mechanic
Like you can run past most traps. Grapple not even needed
The core mechanic isn't an issue.
The builder's inability to counter this strategy is the issue.
It's hard to counter a player that just speed through your base, but with time it gets easier with the knowledge you acquire from looking at other players' outposts, and with the traps/guards/mods you unlock.
Then make choke points using these. Speedrunners will have to stop and deal with the traps.
Another good one is the Claw Trap facing down a hallway that a Raider will have their back to. This only works if you have the mod that makes it shoot out faster (I forget the name) and Greased Chains, and it doesn't work if they're on Raider crack (speed boost) but it's pretty cheap.
It's just a fact that even if you have a big open base you'll have to have one-square chokepoints to meaningfully throttle Raiders. Otherwise you're going to have a bad time.