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
+1
Would love to see an enemy who can place door traps, even on the ones we've disarmed.
And as an addition, something i would look forward to would be a doortrap, that can hit crouching players (like if the light is on the lower half of the door).
That however is a fight the devs can never win, since it would need like something new every 1-2 weeks, as the human brain is so adaptive, that it doesn't really take that much time to get used to something like this. And now imagine you are a new player, get into the game and you've to learn 100 different signs of how to tell traps apart and react to it accordingly. That will probably drive more new players away than keeping old players within the game.
I think it's more that even a couple of additions to the hazard roster would exponentially increase the amount of novel interactions. The "pool" of different game mechanics is pretty shallow atm. It's part of the reason people were so excited for ranged enemies. A couple additions to the regular trap or enemy pool would give the game a lot more variety. Like the game's been out for this long and we're still dealing with the same 2 specialists.
this is just a schism between me and the rest of the playerbase, but I still kinda think making the trash zombies scream all the time was a cop out lol. like... I guess I get it but... meh. People still get caught all the time so ig it's not a huge difference in practice
It really depends on where traps are cleverly placed though.
I still get hit by psychosis mines as soon as I turn sharp corners while sprinting even though it happen to me like a hundred times now, same goes for randoms who are already reborn.
they could add bear traps the prime asset will place around, as well as net traps to capture you that you have to spam to escape.
as well they can make an alternate door trap that is instead of a toxic trap is an Health based trap that will hurt you while opening it.
imagine a brick tied to a rope, when you push the door open it swings down and hits you in the face, but if you avoid it you get a free brick/bottle
Maybe give Coyle a revolver but his accuracy is bad so shots will miss 1/3 of time he shoots at you or let Grunts use the bottles that spawn around map and throw them at players
The Pouncers that hide inside lockers could also attack players if you stay inside detection radius for too long (+10 seconds) then they will leave hiding spot hit player with basic attack same as Grunt then run away and find fresh spot
I totally forgot for a while, but one of the fun park MK-challenges used to have timed shutters, like the kind in the courthouse evidence challenge. And sabotage the lockdown used to have quota gates that would close after being used a certain number of times (but iirc there were like 2).
I think it'd be nice if they brought these back for higher-difficulty challenges. Like leave them out of genesis and maybe reintroduce them for program x or ultra