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MadMoeZel

MadMoeZel

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MadMoeZel
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  • i'm not sure if this is an intended feature or not. i use it to carry lower level/newer players through their harder raids since i don't have risk of losing my rank really. on occasion there is a rank hit or gain but it's inconsistent and i haven't figured out it's trigger yet.

  • this isn't a bug, you're missing information. the outpost calculates difficulty when something is placed or removed. if you place a guard who can't see harvey's path it will give you one difficulty, but if you then start a patrol that lets the guard see harvey's path, the difficulty can go up. this change won't be reflected until you either change the map again, or leave and come back in. i supposed it's inability to read that and update it live could be considered a bug, but it's more of a display error. the correct difficulty is being applied. traps that share a space in their activation range also count more towards difficulty so if you remove a regular block (not adding any new traps) and it allows 2 traps that didn't share activation zones to start sharing, it can increase difficulty. traps and guards placed farther away from and facing away from harvey's path count less towards difficulty. you can actually utilize this to stack tons of guards all facing away from harvey's route and then 1 or 2 patroling guards to trigger a mass bloodlust that won't count as them looking at harvey.

  • which platform, have you restarted your device, have you verified your files, have you tried reinstalling.


    (able to log into steam just fine, have been logging in and out periodically the last few hours)

  • @hastarkis said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412706#Comment_3412706

    Oh you are master. I guess matchmaking works here...

    I'm silver 4, almost gold, hadn't enough time to get higher. And I get 4-5 attempts PER PRESTIGE. At max. Even champions don't get too many raids. And I know everything that can influence raiders' decision to try the base so I'm pretty sure mine aren't bad in that way. It's either tons of maps in pool or I'm extremely unlucky. Your rank is the only possible answer for me :/ I guess I'm going to grind master rank as fast as possible and try again with same outposts, they aren't active for now anyway, I' ll keep them and will activate later as master. Not clear experiment but it is something.

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412703#Comment_3412703

    And what's your rank? Are you master or lower?

    i'm not sure how much rank influences it, but i heard rumor that rank does affect if you see a player's map but never found confirmation one way or the other. also, are you turning your maps off during the dead hours? i use steam charts to disable my maps when the player count is under 500


    edit their dead time is from about 8pm to 4AM PST (GMT-8) i turned my map on about 2 hours ago (posted at 6:08 AM GMT-8)

  • @StonedKnight said:

    Title says it all, there should be negative accolades. Sometimes you finish a level and you just feel cheated and don't want to be cucked into praising the level after getting railed by it for 20 deaths. My proposal is there should be negative accolades , like if a level is super hard give it a accolade called "bullshit" rather than "brutal"

    can we give the raiders accolades in replay?


    edit - greedily rubbing hands together

  • more raids for me <3

  • hardened skin i think is not functioning as intended. it prevents splatter from working entirely with one notable exception, if the hardened splatter cube is above or below a boltshot that activates it spits. this is unusual because boltshots projectiles don't trigger splatter. but hardened skin not functioning as intended i think is because you can make an entire floor of them and as long as you never stop moving you won't die. this is not the case for continuing moving through regular cubes. i can walk around for a good 3 minutes easily on top of 4 or 5 hardskin acid. but if i sit on a regular one for even a full second, i'm dead. i think that they're supposed to carry their burning effect over if you don't stop touching more hard skin, but it seems like every single step you take resets the burn timer. you can also push your body against some and nothing happens, and as long as you DONT MOVE after, you can lean into them without dying. but if you even turn your camera a little, you'll die like you stepped in it.

  • i don't quit maps ever. quitting means i didn't learn the weakness of the layout. my drive it to get better and stronger with every raid. my highest death count is 47 thus far.

  • when you enter a map it goes inactive until you leave it. it pulls it from the roster entirely. any player in the map will finish the last live version. source- experience, had my game crash while i was entering my map to collect loot, never loaded in, when i went back in loot was still there, map was inactive, went in to collect and fixed.

  • you can set a route with a block that makes it a 2 height fall, then remove the block and the pre-existing route will execute.

  • 20230427002442_1.jpg

    @Tsulan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412635#Comment_3412635

    That is nowhere near what i get from my bases. Kill rate of 5 gets me like 30-50 synth on several raids. But 30 raids per Hour? How? I get maybe 3 raids per hour and am happy about it...

    30 deaths an hour, 4 attempts per hour is my low average, sometimes its up as high as 8. i run exclusively normal until a map is p5, then i move them to brutal because every other dungeon is a champion run in brutal. this maximizes my raid frequency.


    that was a collection from one outpost with somewhere between 20-30 kills in it

  • @MythicMikeneto said:

    I ran into a base that was using the 'cube post gen mat line of sight' exploit with the cubes above.

    I shot through the cube to get the flame trap behind it on the ceiling... and splat a face full of corrosive.

    If the base wasnt abusing the exploit, I would have given an 'ingenious' accolade for setting up a corrosive cube splatter that got me.

    you wouldn't have shot the cube if he hadn't had the trap behind the acid there.????? so he wouldn't have gotton the cube kill????

  • there are only 2 situations i've found value from splatter. with chaos bombs bouncing into it to generate acid, or with it behind the player so when an enforcer misses it generates a puddle. if you come up with more, let me know.

  • in order for the route to be valid you must hit "stand guard" or "finish patrol" falling 3 blocks ejects you from the patrol setting interface before you have these options. that is what he is saying.

  • @Dreamnomad said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412635#Comment_3412635

    Snaps for you. You are clearly a god and we all bow to your superiority. But for the rest of us mere mortals, this is clearly an issue.

    stay hostile buddy. i gave you another data point since you quoted one.

  • @hastarkis said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412364#Comment_3412364

    Oh, sorry for that, I should've bolded that indeed. And I thought "fixed that for you" would sound kinda rude and aggressive so I deleted that part x)

    And, yeah, I understand why they gave us five slots but I don't understand WHY.

    Of course, it's for grind, I just can't imagine who and why decided it that way. We were part of the alpha, we didn't have that synth grind at all (at least, I didn't feel that way), I was able to maintain 5 bases and they lived much longer. And I got (and did) MORE raids there than now. Probably, there are good reasons why now it is worse than it was during alpha but I don't see them. I don't know how shorter uptime can be good if lead into low raids and fast builders' burnout.

    Prestiges were free, ok, should be fixed to make us grind more, I get it. But they didn't add some price to that, they made it THAT expensive and also they added parts into tombs. Like, everything seemed to be ok and in need of small tweaks, but they just dropped a big ass nuke on synth economy instead of little fixes with a hummer. 🤷‍♀️ I could pay 200 synth per base and grind 1k synth every other day to maintain 5 bases which can survive 10-20 days and feel both grindy and rewarded. But their solution? Now I don't build at all because I feel it pointless and not profitable. Or build some fast and not super artistic ######### I don't even like just to make it active.

    I get they want us grind, but... Well, I guess my question was rhetorical.

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412635#Comment_3412635

    So, every your map generates 20-30 deaths per HOUR? How many raid attempts do you have then?

    My 40 deaths in outpost (from different people, no drop nerfs) became 65-70 synth average (with boosts). How in univers can your 20-30 give you 150...

    i get about 4-8 attempts per hour per map, some die 2-3 times, some die 10+ some don't die at all.

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412667#Comment_3412667

    Excellent! This is the correct response. Instead of hoping raiders choose to sacrifice themselves to easily escapable traps and getting salty when they don't, build the outpost in a way that escaping them is significantly more difficult.

    The map edge is not an exploit, it's a core function of the game. Like being able to survive grappling through 1 corrosive cube, or being able to poke around corners to scout out potential traps.

    it's an exploit. but you're welcome to disagree

  • i've handled this problem by adding long tunnels or mazes to the front of those outposts to discourage retreat

  • the point of this is that people are calling builders exploiters and crying, i'm making it very clear that they are doing exactly the same thing.

  • honestly i think that targeting through non-opaque acid should just be base kit. the raider can see through it, the raider can shoot for it, there is no reason that it shouldn't work both ways. opaque targeting absolutely needs to go however. (i'd also be totally okay with fire not shooting through acid blocks because of their liquid nature, but i don't care one way or the other.)

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412405#Comment_3412405

    You definitely have to pick it up when raiding.

    I raided one outpost today where they signposted you to the tombs, but had them blocked up. I still managed to whack the corner of it, but all the loot was trapped in an impenetrable cube of windows.

    Apart from that it was a tiny outpost with a poor attempt at a killbox so I grabbed the genmat and left.

    I left the raid with nothing.

    builders get all their materials when they leave an outpost with some left, i think raiders deserve the same. it would be a way to get back at tomb blockers too.

  • @Seraphor said:

    No, and you can even see the boltshot in your screenshot. You could have shot that, and you could have retrieved your ammo, there's a space between the cubes.

    They do need to come to a conclusion and implement some consistency, but I think the following should be true:

    • All guards and traps should be able to see through corrosive cubes, both first and second wave.
    • Corrosive cubes with the Opaque mod should not be seen through, whether in first or second wave.

    100% agree

  • @Seraphor said:

    Maybe find a better way of using guards besides ambushing the raider the second they load in?

    If I can't kite the 20 Warmongers that immediately charge at me to the entrance to pick them off one by one, I may as well abandon the moment I load in and spot them all glaring at me.

    maybe don't exploit the map edge?

  • @Tsulan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3411635#Comment_3411635

    Nah, the synth drop rate is simply to low.

    Yesterday i saw a reddit video of someone who reached lvl 100 on everything, had 46k cells, 47k parts and only 6k synth.

    i'm still not 100 on all my advisors, i run 5 bases daily, all my maps but one are 4500 base capacity. i have 16000 synthite, every guard and trap fully unlocked including addons. i do not hunt treats.


    edit - the only thing i CAN spend synthite on is bases now, so it just accumulates. when you're unlocking it goes fast and is hard to keep. but if you know what traps and guards you want, you can easily stick to a single base format without unlocking everything for a while and grind synthite out easily by keeping your bases active and productive. i go in and collect my kills on my outposts at about 20-30 deaths, i come out with about 100-200 synthite each time i do this from raider death. i do it probably once every 2-3 hours on each map. so about 150synthie an hour passively per dungeon if i had to guess conservatively. my presteige costs 1000 synthite, which on average the dungeon will earn me in 10-12 hours. and it has a genmat pool of 9000 meaning it's on for 24 hours. i also run these bases in overdrive, doubling the genmat they collect from kills. these kills also generate exp for me and each level up gives me a chunk of synthite, sometimes i log in from sleep and i've gained 3 level up rewards.

  • My bases have different aims depending on their status. during P1-P4 i aim to make my bases normal with a kill rate of 1-3. i find many casual players quit after 3 deaths average player stays for 5, some stay for 8. a few 0 death it, and on rare ocassion i get double digit kills. this is when AIMING for 1-3.


    once a base hits P5 i move it to brutal, then i have no sympathy for either side. you're going into a brutal champion, the gloves are off. you will die until you win, or give up. that base IS going to be on overdrive.

    i build my champion brutals to kill people who play like me, a meta slave. i run arc barrier, volt lancer, flash barrier, and grenades (considering swapping to speed stim). so i make bases that are designed to punish my playstyle. that said, i can still beat every base i make in more than one way. i don't expect everyone to be able to do it, i actually think some of my bases may mandate a shield, but if you're doing brutal champions, you should have your equipment it's your responsibility as the raider to come prepared for the challenge and to know your own limitations. not every base is going to be within someone's skill level right away.

  • @Dreamnomad said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412463#Comment_3412463

    Just to be clear, I'm not searching jack. If the outpost builder wants to kill Harvey then I'm abandoning that raid and going elsewhere. If they want to lose out on kills then so be it I guess.

    and i don't play maps over 250 meters. so if you make those you won't see me. everyone has a prefered playstyle. some of us like to challenge the raider's wit rather than having them play follow the ai leader.

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412612#Comment_3412612

    Good for you, but its clear to anyone that has a Normal outpost from the replays, that rank grinders taking the easy safe route are the vast majority of those playing Normal.

    That means Master isn't a badge of honour for being high skilled, it's just a grind reward.

    i'm sorry you feel that way, personally i enjoy my badge.

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412586#Comment_3412586

    "Performing like a master" = Speedruning the shortest, easiest Normal bases. Because that's how everyone who got to Master already did it.

    i got mine running mostly brutals and refusing to ever leave a map.


    edit - and if thats how they did, then RAISING the rank requirement is the response, not lowering it.

  • funny thing, you always have infinite revives, solo or co-op. the difference is co-ops don't get the traps reset. so what you're really saying with "Whoever requested to remove unlimited revives from coop. You are killing the game." is 'i need the traps to not reset and you limit respawns will make me not want to play cause i can't beat the base from start to finish even with help'


    how many times are you actually getting revived in normal? and if you're needing this for brutal, maybe you aren't a brutal raider?


    "Tell them to fix rank, it is currently too grindy. Reduce it to 20k instead of 34k. Master rank is what really matters since it is a ranking list with active player listing feedback."


    so you want the rank climb to be faster. not everyone has the time or skill to dedicate to being a master raider, and the fact you want the threshold lower is rude and devalues the efforts every current master went through to get them. you want to be a master? perform like one.

  • i don't have evidence to back this up, only my observations.


    i came in at M512, i am currently M150. one of my friends intentionally tried to de-rank out of masters and even intentionally failing and losing rank they were going up in position.


    i do think that it's counting your rank points. but i don't know how heavily it weighs them. i can gain rank points and lose position, i can lose rank points and gain position.


    i think that the position you have displayed is a comparison to others but i'm not positive on how. that said, i do not know of any player higher rank than me that has less rank points, or any player lower rank than me that has more rank points. happy to compare for data collection

  • when you hear the claw activate, swing your sledgeblade and spin a 360, it'll break every claw that tried to grab you right then.

  • okay, lets say they patch harvey killing with a piston (which they should, every other piston pauses to let harvey pass) i can still kill him with deadman switch timed patrols. and thats 100% legal, not a bug. why is it that only the raider is allowed to kill harvey? seems a little entitled. harvey's job is to verify the path, he did that. i'm allowed to take information from you as a builder, i'm also allowed to give you false information. i agree the piston method shouldn't work but that doesn't remove the ability to kill harvey. and in a side note, you can break that piston before harvey dies if you're fast enough. you can't stop my dead man switch kill.

  • @Dreamnomad said:

    I'll look around for it. Thanks for the tip.

    it's located in the menu where you choose what block to place. around the bottom of the screen. dependong on platform it should be X, Square, or F

  • @Amaroq64 said:

    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.

    the issue isn't they kill people, it's that they're spammed with plasma cloud for area denial which only has the purpose of making the raider sit in the other room waiting for it to end. the function that they provide for the cost isn't balanced well. they do the same thing as an incinerator for 5 cost less with larger range. the only drawback being their massive hitbox, but lets be honest, all traps have hitboxes that are more than sufficent to kill them before they can do their damage.

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3405547#Comment_3405547

    It's a discussion, you don't need to attribute an aggressive tone to my post.

    You've asked how many times someone should die in a Normal outpost, my response is that 0 is an acceptable option for the lowest difficulty class.

    If you still find this too argumentative feel free to ignore this post.

    the question has to do with expectations. and i think it's unreasonable to have the expectation that you will never die in every single dungeon that you would rate both good and fun. regardless of difficulty. we disagree plain and simple. you chose to come here and engage in discussion on a poll topic. your first post was to disagree with the entire poll and substitute your own option rather than move on or conform, that in it's nature is confrontational. so yes, i attributed an aggressive tone to your post. it wasn't a discussion, it was a poll. but if you need to tell yourself that it's a discussion because you can post a message go for it, but in the end, it was a poll. a tick a box question and you didn't like my boxes.

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3404285#Comment_3404285

    There are going to be outposts that get zero kills. Where else other than 'Normal' should those outposts be?

    look mate it's a poll, not an argument. have a great day. feel free to abstain from voting. you're welcome to but not obligated.

  • Zero was not an option because it didn't occur to me that i'd consider an outpost "Good" if it didn't get a single kill.

  • Post a screneshot of the spot the path breaks at. i may be able to figure out your issue.

  • @Mellcor said:

    Second wave corrosive cube being seen thought is a bug/exploit.

    Any map that uses it u should just leave and report

    this doesn't participate in the conversation. the topic is on potential changes. calling it an exploit but not debating the pros or cons of any possible changes is not conducive to positive change.

  • That patch note only references bolt shot traps. Incinerators, and claw traps also have 2nd wave targeting. again, i don't mind targeting through acid unless it's opaque. if i can see it to shoot it, it should be able to see me and shoot me. that's fair.

  • @MadMoeZel said:

    it provides area denial for less cost than an incinerator which has area denial built in along with increased range.

    to clarify i mean the sentinal has increased range over the incinerator

  • it provides area denial for less cost than an incinerator which has area denial built in along with increased range.

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