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well i raided this base and apparently it works as intended in a raid but not in testing.
since this guy was able to make warmongers drop on you from the ceiling when the cube went away (not with second stage either btw) just my guess but i havent tested it. he may have had a way to make them fall when they saw you instead?
would test by having someone run it in the social mode to see if it would work instead of the testing mode
what i was hoping for was to have a guard stood on one to bait people to climb up to it only to fall down in to fire or something
be hard to time it perfectly to go off several times just as someone walked under and have them drop as it disappears throughout the base not to mention if the raider is collecting tombs or not or through multiple attempts with and without tombs.
im gonna fool around with this later. cause its something ive been wanting to do just forgot about it since then
it also wouldn't be the only odd interaction bug with traps that can be gone through
it could also just not work but this one base has me convinced there is a way
it may have just been that it was perfectly timed as well
Create a guard patrol that goes thru/Jumps down from a masquerade holocube. You will notice, if you had masquerade on the holocube before you made the patrol, that his patrol echo waits right in front of the cube.
He continues his patrol when the cube is gone.
I recommend that you make the patrol not look at the expected player until they make the jump because, if they see the player before a jump, they wont jump :| So be crative with how you make the guard look.
Second Wave is different because the moment the GenMat is taken the blocks give way by changing from solid to holo.
To anwser the OP initial question...
In one of my outpost, I have a guard standing on some bedstone, shooting at raiders from a dead angle. You can sidestep or go back a bit to get cover, so the guard try to find a line of sight to continue shooting.
On the wall close to him, I have a spike trap, obvious. So peoples shoot the guard then grapple to get their ammo back and melee the trap. But on the other side, I have a holo cube and behind it an arrow trap. 9 out of 10, it catch offguard, and half the time kill the raider.
But here's the problem : if the raider take cover, the guard try to get a line of sight... and sometimes will just go into the holo cube, showing the trap.
That is for this kind of situation the mod is originally intended... But with some creativity, you will find other ways to use it (and not only for killboxes).
This is more about dropping an alive melee dude on your head and he's already in melee range cuz he came from above and he's angry!
Which I've seen in a few bases now and it almost gets me every time lol (I think it HAS got me at least once too).
"ImGoInGtOmAkEaKiLlBoXtHaTaBuSeSdEaDmAnSwItChAnDhAvEaLoNgHaLlWaYtHeYwOnThAvEtImEtOeScApEdOwN"
This game is about scouting, dying, then changing your loadout to match the situation.
There are consumable shields which are cheap as chips.
There is also the Arc Shield Defensive Weapon which is amazingly useful against trap heavy bases.
Either of those options beat deadmanswitch body dropping bases.
So I don't know what you're so mad at those bases for, surely you should be glad some people make those because then it's just a free 1-death-only raid?
I agree it's not the best base design, because it gets beaten so easily, but building isn't about best base design, it's about experimenting and building on ideas you think could be fun.
does that mean any map that makes you think your main loadout wont work bad and lazy design?
why should builders need to build to accommodate every raiders particular loadout?
i guess they wouldn't be lazy if they did but holy ♥♥♥♥ thats alot to think about
i would rather just make a map and watch people figure it out in their own ways.
even on my own maps i like to make noob traps that can allow players to bypass the whole level using the shield by passing through 2-3 acid cubes and out of like 80 raids only 2 people have used it
There is not a single outpost in the game that requires you to need a specific gun or sword, because the choice between those is mainly up to the player's preference. Honestly I have yet to ever require the crossbow or greatsword because people have yet to build any maps that require either one.
The issue, are the maps that require shields to survive it. There should never be a reason any player should be forced to need invincibility cheese in order to complete an outpost. Shields should be options, not requirements. That's the point I'm trying to get across.
If the game did not launch with such cheese options then the game would not have such unhealthy outposts, but in the same vein it would also create impossible outposts because this game does not have a map verification system it so desperately needs to regulate impossible outposts if shields are not there.
Shields should serve as a deterrent against such outposts, not force them to be a requirement to have and use to finish it.
By your logic why does the game even give you the ability to shield? You are simply mad that someone outsmarted your loadout, and is forcing you to strategize to beat their map lol. You don't even need a shield in most cases, just grapple up to the ceiling the dead bodies had to come from somewhere.
If you try to escape up the blocks before the cubes form, congrats, you are now not only dealing with all of the enemies that would be dropping down to explode, but also now softlocked if they did use the solidifying mod because the only escape route is through the solid Corrosive Cube.
If I really wanted to, I could create some of the most difficult killbox outposts that even shield abusers would heavily struggle completing if they could complete it at all. But I refuse to lower myself to the level of those who make such maps. The kind of people that make such maps are also the majority of the ones opposing the need for a verification system of some kind, because then they would have to beat their own map instead of the current system of "I built this map, but it's someone else's problem" we have in place, that needs changed.