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Amaroq64

Amaroq64

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Amaroq64
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  • I have a couple of fun setups where I drop a warmonger in front of someone and it gets to immediately attack them, lol. Flying warmongers are amazing!

  • It seems like people on this forum are only here to bombard the developers with their ungratefulness until the devs get demoralized and quit.

    This game is amazing. The only things wrong with it are:

    1. Lazy builders putting a room of death with a ton of bs piled into it.
    2. The raiders drying up 1-2 hours after you activate your map.

    And you can at least do something about the former.

    The only thing I'd ask from the new DLC is, if you're gonna give us the new trap/guard/suit/weapon for free, at least charge me an increment of 5. My synthite is going to be an increment of 5 minus 1 forever now, lol, and I'm gonna be OCD about it every time I look at it.

  • You're gonna have to just bait the raider into using your second path, by making sure they see the holocube disappear.

    Or one neat thing I did is: Have a boltshot pointed at the genmat from the left or right covered by an eagle-eye holocube, so it fires the instant they touch the genmat. Then on the opposite side of the room, have a holocube that gets destroyed by the boltshot so the raider sees the new path open up. Put a decal that points to it, or a special decal under it, so they get the hint.

    Another thing I've done is have the genmat room be like a final battle arena. Drop some guards in, and have an eagle-eye second-wave holocube leading to the back door. While they're maneuvering around in there to fight the guards, the cube will get opened up and then once the fight is over, they'll go examine the new path that opened.

    Some builders I've seen will just put arrow decals pointing to the 2nd path they want me to take, and I'll honor their intentions and take it.

    Another trick I've done is put a piston under a holocube and make the piston 2nd wave, so after they get the genmat, the piston destroys the holocube for you. I've used this in a situation where I have a masquerade holocube that releases guards, but they might bypass the cube during 1st wave, so I put a 2nd wave piston to destroy the cube and let the guards out. So if they missed the guards on 1st wave, they will have to fight them on 2nd wave.

    You can also use explosions to destroy holocubes. Like a death piston that explodes when it dies, so they see it pistoning-around and then they shoot it and then they see the path open up.

  • It seems like when the game first came out, you would get consistent play all throughout.

    Then they responded to player complaints that "no-one is raiding my map" with the solution: "Okay we'll give everyone's map priority right after they prestige it to make sure everyone can have a chance to prestige it again", and it results in what you described above.

    Hopefully interest will go back up for Dreadshore and we'll see more consistent raiding again.

  • @MadameExotine said:

    Biggest problem: Outposts Expiring!

    It killed playing builder for me. Put 6+ hours into building an outpost, just to see it expire forever on P10 is motivation crushing. Current system has little love for builders who put thought/time into their outposts.

    Additionally a player can easily get rank point/material equivalent playing raider for 15 minutes, instead of working on an outpost and putting it up for a prestige cycle.

    Dreadshore is gonna let you re-activate level 10 outposts, though they will lose champion status when you do.

  • As far as "what's not to like about easy prestige", it's more of the challenge than anything. It feels more rewarding if you feel like you had to work for it.

    Also from a practical standpoint, if you fail to prestige, that's 12-24 more hours your map will be active until you reach level 10 and can't use it anymore.

  • Most builders drop bombs from above, and use slanted terrain to make them bounce after the player when the player panics and runs.

    I discovered a clever and hilarious usage though.

    I put a normal holocube with no enhancements on it, put a bomb ejector at the back of it, and then make an armored warmonger back itself into the holocube and stand guard.

    Even if they're good and they notice the holocube, their bolt hits the warmonger's armor while the bomb ejector is swarming them with bomblets. Even if they master the encounter and learn to kill the bomb ejector immediately after the warmonger, they still have to do it perfect every time to prevent it from ejecting bombs.

    I've watched players master this and then still slightly get their timing off and still die to it on subsequent runs, lol it's hilarious! Or sometimes in their rush to kill the bomb ejector, they fail to kill the warmonger and it gets them right after. (Obviously these are the players who go into it with no grenades and no equipment and are forced to try it with their starting weapons.)

  • I think enforcers should get a "Run and Gun" one that lets them keep moving while they shoot. They could pursue you around corners while lining up their shot, or you could put them on patrol and they shoot while they're patrolling.

  • @TragicSolitude said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/376384/show-the-genmat-type-icon-in-the-outpost

    I don't know about before becoming a Championship Outpost, but definitely after becoming a Championship Outpost an Outpost can be displayed under any of the five GenMat types. So I wouldn't recommend attempting to theme according to GenMat type.

    Are you telling me that if an outpost becomes champion (which gives all 5 types), and then loses champion status, subsequent raiders see it as any random genmat type?

    Dang that sucks. I like to theme them like that. :(

  • He can't path through some setups where a slanted ceiling is too close to the floor and leaves only a small hole to walk through. Try looking for places where you might have made it too claustrophobic for him.

    He also can't walk on/off the side of a ramp. Putting a corner on the side of the ramp will let him walk off the side of it then.

  • I like the requirement that harvey has to be able to path to the destination during build mode for the map to be valid, as a check on what kind of shenanigans builders can pull on the player.

    I wouldn't mind the ability to put something like an up arrow against a wall block that lets harvey walk up the wall, as long as it's in a straight line and has a ledge on top that he reaches and then continues walking normally.

  • Yes.

    It was a large outpost, and I built a gigantic box around it with multiple floors.

    I'm saying there shouldn't be a significant load time for respawning, because nothing changes except the traps and guards.

  • I like to build what I call "encounters". Where when they enter a room, something happens and they have to deal with it.

    My favorite "encounter" is a guard in the room and a couple of Armored/Bloodlust Warmongers that sneak up behind the player. But I also like the Holocube with a Warmonger sitting inside it, and then as soon as they get close enough to dispell it, other stuff happens simultaneously, like a Hunter Boltshot that gets them if they try to sidestep the Warmonger.

  • It seems to me that you can/should build pressure systems into your own outposts.

    For example, I like to put a guard in the room and then hide a couple of Armored/Bloodlust warmongers in the room they came from, behind a holocube.

    In practice, they just get killed by Warmongers when they sneak up behind, and then they learn to look out for them.

    But a couple of times, the Warmongers coming up behind them did force them to run into the room they were being cautious towards, and I was so happy when they did that and survived, lol!

  • Both.

    You occasionally get a raider who just quickly and casually strolls through your outpost and handles everything perfectly, even though they've never seen it before.

    1. Nobody is that good at this game.
    2. Nobody is that good at this game and still doesn't know what a Tomb is.
    3. Nobody is that good at this game and doesn't possess basic pattern recognition. (You put the same decal next to the first two tombs and they have no idea what it means when you put it by the hallway that leads to the third tomb.)

    9 times out of 10 it's PC players who are "suspiciously good" like that. But every once in a while you do get a Playstation player who is really good too.

  • You could also just build your maze in such a way that harvey has to traverse the entire thing in a roundabout way that takes 20 minutes to complete his route, but the player has access to just jump over blocks to whatever path they intend to explore. Or put a 2nd wave cube at the junctions so the player can see their choices but Harvey has to go all the way around.

  • @MadMoeZel said:

    as someone who runs overdrive bases regularly, i disagree with this post. overdrive is one of the most valuable tools i have.

    https://us.v-cdn.net/6030815/uploads/9K26RC1PWHU1/image.png

    both of the Mastered maps were run on overdrive until they ran out also.

    https://us.v-cdn.net/6030815/uploads/TQY9ADBDF8ZR/image.png

    https://us.v-cdn.net/6030815/uploads/DKQZPY1RWC7S/image.png

    please take note of "raider genmat" compaited to "stolen genmat" they took less than 1 day total off of me in the course of 10 days active. in every single situation. a reminder that for every 50,000 genmat you collect you level up chimera and get a big chunk of resources. this is how my bases become self-sufficent (something people claim is impossible currently)

    I don't build killboxes, so my bases get around 3 kdr.

    If I got 9 kdr on my outposts, I'd do overdrive too.

  • I was disappointed when I found out too, but it's grown on me. Having to make new bases leads to you building up a portfolio of all your awesome bases in your social raids.

    To be precise, when you prestige it to 10, you get to run it one more time before you have to retire it. Then you can put it as a social raid.

    It takes more and more prestige points to prestige a base to higher levels, so getting it to level 10 shows that it's good enough to be a max ranked outpost.

  • I made a "wave survival" arena with a flat above-ground area and winding tunnels under it, with a bunch of Warmongers in various places under it, all set to Bloodlust.

    It accidentally became a variable-difficulty thing that's fun for all skill levels.

    If they're a badass, they will always be fighting 4+ warmongers at all times.

    If they're not that great and they hide, they'll fight 2-3-ish. Bloodlust gets disabled when there's nobody in the arena.

    Then when they explore in a bit and a Warmonger sees them, the next wave comes out and they hide again.

    And the best part is, the ones that camp outside the arena still give me 4+ deaths because the Warmongers jump forward and kill them when they try to sneak close to get their ammo back.

    It has gotten me just about the most kills out of any outpost I've made so far.

  • I'll never be the "speedrunner" type who just walks through a room full of traps and comes out the other side perfectly fine. I have to approach everything carefully. So I see no point in the speed boost ability.

    I also see no point in the increased fire rate. I've never needed to shoot faster than the upgraded volt lancer already shoots.

    So I run Kamaitachi with the speed boost replaced with the extended ammo pickup. I pickup my bolts from 1 1/2 blocks away and I fly across like 3-ish blocks to kill a trap with the heavy sword, lol.

  • @Dreamnomad said:

    I'll second this idea. I've watched a few replays where I've actively been cheering the player on. Sometimes they really struggle on something that I honestly didn't intend to be super hard and felt bad. It would be nice to give them some positive feedback. Though, I suppose they will have to be careful how it is implemented. A "good job" accolade when they really struggled might come off as condescending.

    I would tell all of the speedrunners that their replay was "fun" and "artistic" xD

  • What's the rank before master? Is it gold or something above gold?

  • I've never tried the vile, dirty tactics you're working on, so dunno if I can help. :P

    But in my experience, the guard has to survive the fall in order for the patrol to be complete.

    They can survive a fall of two blocks. If you make them fall three blocks, they "would die" and the game stops recording your patrol route.

    This condition must be true even if you're dropping them through a hollow block on second wave that would be solid on first wave. You would have them survive the fall through the cube in order to record the patrol. Then the guard will be able to complete that patrol when your cube goes hollow on 2nd wave.

  • @magic1236 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/373233/make-the-iron-claw-indestructible-or-give-us-a-mod-that-does

    I was quite sure you had to be looking at the claw to break it off you with a sword. There is that Harvey sword that has a large swing radius so if you looking at just the right place you still hit the claw even if it is to your side. But not if it’s behind you.

    Maybe my replays are bugged then, because it looks a lot of the time like they can just swing their sword the instant it would impact them and it breaks off.

  • I feel the opposite way about them. They're useless and I don't understand why they're in the game. I have never been killed by one, not even by killboxes made out of them, and I have never seen anyone else killed by one either.

  • @zuth10 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3403096#Comment_3403096

    I literally just did this with some second wave holographic blocks and even gave them dead man's switch to really surprise the raider. Had to play around with it a bit, sometimes theyll leap and other times they just stood there awkwardly

    There's a neat trick you can do to help with this I think. Recording a patrol records it very specifically based on your movements. It doesn't just flag a coordinate, it actually streams your movements to the guard in question.

    So you can record a patrol, inch it close to the edge of the block, and then have it guard that spot. It even turns to face precisely the direction you face while recording, not just up/down/left/right.

    I use this to position guards in places other than just the center of a block, or use this to make a guard arrive to its spot after a delay.

  • @PureHostility said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3401063#Comment_3401063

    That's funny, because Akimbo build (2x ranged) deals quite nicely with kill rooms, by slowly dismantling all types of it and being able to disarm two or three hooks at once, due to ranged "parry" ability of your anti-guard xbow.

    Are you saying that the anti-flesh ranged weapon, which only damages un-armored fleshy targets, can also destroy grabbing hooks?

  • @hastarkis said:

    Sometimes there is a pretty big delay so you can find this replay later.

    Could be block, ofc, but I think it's more likely that it is some sort of a bug. The replay station is full of them.

    Also, people have different view on what's fair/unfair, on blocked tombs, bug usage, meta playstyles and tons other aspects. If someone doesn't like your base that much they don't want to face your creations ever again it doesn't mean that someone is not clever enough.

    Hmm, I didn't use any bugs or exploits. And I incorporate the tombs into the path they take through the base so they can't miss it, and I don't even put any traps there because I want them to get the tomb.

    It's just... a base with some insidiously placed traps that kill them from a direction they weren't expecting, and a couple of holo cube surprises.

    I don't follow any metas. The most "meta" thing I use is a neat trick I discovered. Where you make them come face to face with an armored warmonger, and then have two more armored warmongers nearby with bloodlust. When the average player kills the first one, the other two show up and become a 1-2 combo. When the player breaks the first one's armor and staggers it, the second one leaps through it and kills the player. An unusual amount of players fall for this every time.

  • My best active base at the moment is called Sandwich.

  • I have a battle arena where you drop in the front door and all hell breaks loose.

    90% of players ignore the front door and go all the way around to the back merely because that's where the harvester goes. It's like they're bots or something who just automatically go where his path is.

    I don't kill the harvester, but it's a clever and tempting idea that I might use in the future. It's not just for mazes, but could also be for battle arenas and obstacle courses where you want the player to play it properly and not just book it straight for the secret back entrance that bypasses the intended challenge.

    (For me, they don't bypass anything because the back entrance comes around near the hole in the front, but they do get a good sniping position on one of the monsters and take out a trap that would otherwise probably kill them, so I let them have that advantage if they choose to go around.)

  • @magic1236 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/372222/coop-needs-a-nerf

    Nothing wrong with people completing an outpost. You don’t get punished for someone completing your outpost. If one guy is just going in getting killed over and over and over and the friend just reviving, that you getting kills that might otherwise not have happened.

    Even on overdrive, you still get 200 genmat per kill, and only lose 300 if they complete it. So if your overdrive map kills 2 people per run, you're still making a profit.

  • The replay screen showing 0 kills seems to mean they died more times than it can count. Your build menu will show that people have been dying in your base.

  • When I first logged into the game, I saw that statement by the developer that everyone should have fun and be honorable, even though we're trying to brutally kill each other for resources.

    So on every outpost, I give them two accolades, and I try to pick the two that I felt most appropriate.

    The only time I don't give accolades is when they wall off or destroy the tomb. Or if I see that every trap I destroy is dumping my resources into a lava cube, I immediately leave the map and don't give accolades then either. I'm starting to run into this "killbox" phenomenon too, and they don't get accolades either.

  • I think I've spent more time working on my base and watching people die in it than playing the actual game.

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