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And I dont recall ever seeing opaque cubes in beta. Maybe it wasn't tested?
So yeah, its void and not a valid argument.
If it's an intended game mechanic for traps to be able to shoot through cubes then why doesn't it work with starting traps?
If somehow the devs actually intended for it to work this way and it's not a bug then it's a horrible mechanic that should be removed because it's not fun to walk through a hallway full of opaque cubes with traps that you can't easily see or destroy.
If you were to set boltshot traps up behind acid cubes in 1st wave, the traps behind them will not detect the player through them. In second wave however these traps are detecting the player through the cube. This is a behaviour that doesn't fit and can be easily exploited and further enhanced by applying mods such as the opaque mod. This i've witnessed first hand. A Long winding winding corridor of orange cubes and tracker boltshout flying at me from every direction. Without the abilty to know where its coming from other than an audio que so parrying is next to impossible. Its clearly a powerful exploit.
So if you were to believe that this is a feature then you would be agreeing with the case that traps should be able to target players through cubes they cannot see through. Put into perspective that traps can't even detect through holocubes or 1st wave acid cubes then the feature is illogical hence why alot of the community believe its a bug.
Does that clear it up for you?
That's a great explanation :)
2nd wave lava corridor/maze on other hand is just another killbox reskin so I doubt many people like it, even on size 1-2 maps.
Just greatly increase 2nd wave cost for cubes or make it separate mod to add that requires 2nd wave to work so opaque can't be used should someone try spamming it.