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
Im just a bit confuzed about kapkan.
His gadget is a trap, but you have the trigger and the explosive in 1 gadget.
This is only a support item and not a trap.
If you can place the explosive thing and the trigger separate, then its a real trap gadget.
Just a quick example:
Kapkan could have 3 invisible explosive tanks and 3 visible sticky laser trigger.
The explosive tanks can be placed on the floor and walls, but they dont explode if they get destroyed by shooting.
The sticky laser triggers are 2 things.
One thing send the laser and the other thing received the laser.
Every objective with mass trigger it (drones).
Every explosive tank can have 1 number (1,2 or 3).
Same thing for the triggers.
So he can build 1 big trap, 2 medium traps or 3 small traps.
Here's my rework idea:
-Change the positioning so that the traps are completely invisible from the other side of the door/window (think like Ela's mines)
-Bring back the old red laser
-Reduce trap count to 3
So now, they serve a completely different role. Currently, they're used to deal damage to unaware players. That's it, the only other utility they bring is sound cues. Now, they're more like a Goyo shield or Castle barricade in the fact that they're easily visible but provide a roadblock that the attackers must adapt around, and are countered by strategy rather than using your eyes for half a second.
We could just combine both ideas :)
Why do you feel it's poorly designed? Surprisingly players still run through doors and eat Kapkan traps, even though they know he's on the enemy team.