CotePathos
CotePathos
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- CotePathos
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@MadMoeZel said:
i mean if you want to target weak bases i guess that makes you a weak player. i target short bases because i'm an impatient player. you choose your own experience mate, if you care about rank either play hard stuff and get really good really fast so you climb, or play a bunch of easy stuff and crawl to the finish line without ever learning. the choice is yours, do whatever is fun in my opinion.
welp now that every single 5 year old with a keyboard is capable of making masters via "monkey on a typewriter" thanks for devaluing my 55,000 rank points that i worked to get with risk.
old system at least encouraged giving 3 attempts before leaving because it was equal value to a quit. new system promotes 1 death leaves since theres no punishment. enjoy a gimped playerbase who only plays stuff that can beat without dying and leaves everything else.
I want to target hard bases and long bases. Rank still incentivizes targeting short (and therefore weak) bases. They didn't solve the problem, they just slapped a bandaid on a chemical burn and called it a day.
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@Darkyan said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3423223#Comment_3423223
Touching on the lunge and compass issues ;
Compass ; there are 3, Danger compass appearing from previously detonated bombs, so you walk in on an empty space and there's a danger mark warning you even though there's nothing.
Yellow warnings killing you, there's not exactly a good visual distance ratio, I apparently carried a chaos bomb ejector shuffling it near my feets over 15 blocks in distance, always yellow even though it was under my feets. (That was the longest bomb shuffle of my life I swear to god.)
And there's also a lot of times when a red bomb indicator, with the bomb visually exploding 0.2 blocks from my face, ending up not killing me.
As for the lunge in the corner swipe ( without looking directly at the trap ) I've found that it's extremely inconsistent, with more than 40% rates of failure if you're walking forward as you swipe. Had a lot of raids where I just swipe my way in only to later realize I missed like 4 or 5 traps, even though there's a huge Gray swipe line on all of the traps.
Backward walking on the swing seems to work just fine, sideway walking is so/so mostly smashing the wall instead of the trap.
So I end up accidentally looking at the trap trying to guarantee a kill, and I get teleported straight in the middle of a working flamethrower
There is never a situation where ranged is worse than melee for destruction, because the good ranged weapon functions in melee range without issue and even the current max lunge range is too small to matter outside of niche scenarios.
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Arc barrier does little to piston paths and meat walls
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If there are no pistons, speed determines the winner.
Find the exit, grapple towards it. If you jump out of a grapple and don't move you can conserve the speed, giving you time to launch another grapple.
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Also just realized that size is not taken into account regarding ranking or reward; you lose the same amount of rank per death on a large base as a small.
Given prestige implies a large base is supposed to get 6 times the kills, the game design ACTIVELY DISCOURAGES Raiders playing for progression from choosing large bases.
There needs to be additional incentive to play a large base.
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@chezpizza said:
Small outposts aren't worth it either unless you prestige enough to have at 1k capacity, unless you make a killbox build.
I feel like whether it is big map or small one they should have equal amount of build capacity. Maps are already restricted by thier size and the amount of bedrock is spawned in.
My small outposts are very profitable, you just need to think outside the box in how you build, no capacity upgrade necessary. And even if your particular idea does need the extra capacity, as long as it can get 1 kill in 24 hours you can prestige it.
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@magic1236 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3399419#Comment_3399419
I am so disappointed that apparently this is so common. And is considered the “meta” in a sense. As I decided using the shield cause I find it fun to put myself in risky situations with it. I get a bit more reckless and I like the trying to time things. Even though my approach is going slow and trying to dismantle all the traps and not just speed run though.
And I use the sword Because, well I am more likely to screw myself using the gun and not having ammo since the shield can’t kill.
So I do the build cause I thought it would be a fun approach and not cause of it being a “meta” build, and kinda disappointed though it is a meta build. :/
can’t lie I really hope the suit coming out in June is defensive weapon focused.
Anyone talking about meta that doesn't mention the Volt lance doesn't know what they're talking about.
Sword and board is popular because it's fun, but it's honestly kinda weak with how many meta threats beat it.
It's almost impossible to get more than one kill against a quick yet careful volt lance user.
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@Iron_Cutlass said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3399220#Comment_3399220
They usually have multiple stacked and/or have a large Surface area covered; which makes knocking the bodies away often pointless.
The only counters Ive seen are killing Harvy with "Melee Kills increased Movement Speed" perk (rip Harvy though) OR using Arc Barrier with a perfectly block to wait out/run through the explosions; OR some mix of the two.
There is a huge reason why the Melee Suit + Arc Barrier + Melee weapon are used a lot (especially in Brutal Rating bases)... because it deals with BS base design, exploitation (e.g. Second Wave Corrosive Cube exploitation, DMS exploitation), killboxes, and/or trap/guard spam; it basically covers everything.
Flash barrier works too doesn't it? And it solves so many other problems too.
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This, it's silly that making an outpost too hard has the same problem as making it too easy.
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@GreedMcTavish said:
New game, tons of bases are available, but something to consider - try and make your bases look interesting. Some people will look at the thumbnail and make a decision.
Brutal maps also have significantly lower play rate. It was this way in Alpha and Beta as well. I have a sneaking suspicion it is due to the commonality of kill boxes, but also the much lower number of players playing co-op (which makes things much easier).
If this was the cause you'd see it in twitch streams as well, but people there are getting 10x attempts with bases that look similar to mine
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I haven't noticed a loss in speed, if anything it seems easier to melee flamethrowers by grappling at them now.
If you have parts to spare, I recommend getting the speed boost consumable, It stacks with the suit speed bonus and let's you go very fast.
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I haven't noticed any major slowdowns
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@Dillon_J said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3392316#Comment_3392316
You can beat kaizo mario levels. In Meet Your Maker, people do not have to make levels you can beat. I am not sure I understand your point.
It is literally, completely impossible to build an impossible level. Every base has a Harvey sized path in it, and there is no combination of traps that can't be overcome.
Go ahead. Make an "impossible" level and send it to me. I'll prove it's possible.
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@drsoontm said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3392169#Comment_3392169
I have a couple of design in mind that would be lethal and that I have no idea how to beat. Which is kind of the point of their design.
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3392316#Comment_3392316
Not square one. We are left with levels that someone has beaten. I can beat all my maps but, as I've mentioned above, I can design something I cannot beat.
I went in such a map tonight. I've immediately left and blocked the designer.
Design your unbeatable level and put it in the community tab, I'll beat it for you.
I'd also like to point out you "could", you haven't done so. The people who actually do build these levels are almost always the ones who are willing to go through them, spite is a powerful motivator
Harv is a potent difficulty ceiling, they ensure all levels have a clear path to the genmat. Mixed with every trap being avoidable on reaction (barring maybe a hidden piston) and unbeatable levels are impossible.
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This already exists; holo and acid blocks with second wave are solid bedrock until the genmat is picked up, and a single acid block can be grappled through without issue. My most lethal base actually has an acid backdoor at the genmat.
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Harv is there so you don't have to beat the level yourself, and to add a sort of difficulty ceiling. Your level can still be played through the community tab without issue it just can't be used for progression.
If you share the level here I'm down to give it a shot.
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@Dillon_J said:
There definitely needs to be a system that requires players to beat there own map. We saw this work very well for Super Mario Maker. Since rank points system is in the game, it can be frustrating to run into an unbeatable map. The social outpost system can be a place where these unbeatable, but sometimes fun to play, maps could exist and thrive.
I'm confused; Mario maker is famous for its kaizo levels, if anything it proves forcing a player to beat their own level is redundant since once they do (and they will) we're back to square one.
And the Harv system prevents impossible levels in this game. the worst you can encounter are piston path hells, but while hard they can absolutely be beaten.
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@Pumpkinbros said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3392138#Comment_3392138
yeah I'm very aware of how to slow down speed runners, it's not difficult, I just wanna be more creative and have more options to make my outpost feel immersive and not just the same as every other outpost
I mean the main options for that are aesthetic, I've raided military bases with helipads, a dragon with an acid filled stomach, and if a friend of mine doesn't build a golden behive filled with fliers I will.
Messing with Harv's path and making a maze is also a great way to slow or stump runners, same with tight corridors and lots of corners.
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Sadly it's kind of necessary to keep the pool of bases flowing. Right now there are so many bases compared to the amount of Raiders that most of my bases are barely being raided.
Creative appearance is always valuable, since more people will click your base. Community tab and base sharing is the "endgame" so to speak since it doesn't grant progression.
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Unrelenting currently isn't great but making it base kit and adding a detection range mod could make the trap OP as hell; think pistons perfectly timed to always catch you covering the entire harv path. And if it doesn't catch people with speedboosts or grapplehopping then all you've created is a noobcrusher, which is something this game seems to try and avoid.
I think entchenklien is right, it may be useless now, but who knows what they will add that it can combo with.
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This seems like a lot of dev work for something most players will ignore. A weekly challenge to build a base following these restrictions for a mild boost in payout or one of the eventual unlockables would be neat though
The raider side is just a bad idea in general. Restricting a raider's options will enable some degenerate bases.
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Anyone who builds a killbox understands how to break a killbox.
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Level up your advisors by doing bases or making bases, this levels your chimera, which gives you hundreds of red cells
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Honestly most kill boxes barely slow me down.
What slows me down are arrow traps placed behind me or a hallway of 4 Pistons and a furnace
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Harvey's path is already customizable, just put second wave holo/acid blocks in your floor to block it.
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@clownkrieger said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3350954#Comment_3350954
Sigh.
Its NOT the issue that i wouldnt know how to do that (even without "killboxes" or piston stuff). Its the issue that stuff like that has - in my opinion - no place in, say for example a "normal" rated base that is tailored for a newbie experience. And that still would be "plagued" by speedrunners (and was in beta).
Maybe get down from the high horse and dont assume "skill issues" everytime someone mentions something that doesnt fit in your view of things?
Question: Its ok if raiders block bases of builders that they didnt like (be that just low effort, trollbase or toxic base) to not get the bases of that builder again? Why exactly is the opposite not ok?
Still no answer to my question btw, but thx for belitteling me :)
I'll bite the bait
Your belief that something that will kill speedrunners will kill newbies who backstep 2 squares at the first sign of danger shows you haven't even tried thinking of solutions to this problem. an arrow trap placed blocks behind a corner aiming down a tight hallway will do nothing to a cautious player, but will force a speedster to turn around, allowing traps you put in front to do the job. Things that kill one playstyle are often bad at killing another.
it's also not OK for raiders to block bases IMO, and I hope BHVR denies them the ability to do so.
To answer your question, I don't know, but I hope not.