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MadMoeZel

MadMoeZel

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MadMoeZel
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  • Striking damage (flesh) Slashes all targets in a cone, does not cause the player to dash to targets level 1 - Unlocked, range 1 block 1.5 second cool down between attacks level 2 - Range 1.5 blocks 1.5 second cooldown between attacks level 3 - Range 1.5 blocks, 1 second cool down between attacks weapon intended to cleave through groups of guards in close combat.
    0 comments 11 views last activity
  • 1- Raiders 2 - Builders 3 - Both 4 - Neither
    16 comments 231 views last activity
  • An accolade for a dungeon that taught you something new, or forced you to learn to beat it. different than ingenious as i feel that is more geared towards things that are purely related to having to think about them to figure them out rather than related to performing a new maneuver or mechanic.
    0 comments 11 views last activity
  • he should be standing on top of the block OR have fallen all the way down that ledge. instead he is inside the masquerade block.
    4 comments 51 views last activity
  • Harvey's job is to run the genmat for the outpost owner, it is a byproduct of him mindlessly doing this that allows raiders to follow him along his route to his occupation. as an outpost builder i recognize the raiders are thieves there to take what i have sent Harvey to collect. As his employer, i do believe it is well within my rights to tell him to STOP WORKING if there is an imminent threat t
    0 comments 11 views last activity
  • Biolink 1 - Add an additional +1/2/3 small jumps to the jump chain Biolink 2 - while not touching any surfaces your mid-air mobility is increased by 25%-50%-75% (ability to reposition in the air without a grapple) Biolink 3 - Killing an enemy or trap causes your next grapple to pull you in at 100%,200%,300% speed
    0 comments 11 views last activity
  • Biolink 1 - Your grappling hook latch-on lasts 100%-200%-300% longer Biolink 2 - The next time you fall 1 or more blocks after grappling a surface at a dead stop (must completely stop moving to trigger) - Level 1 negate stagger, Level 2 cause stagger to enemies within one block of your landing, level 3, break one trap that you land directly on (won't work on wall or ceiling traps/corrosive cu
    0 comments 11 views last activity
  • Tripwire - 30 points - attached to a surface, this innocuous detection trap spots raiders running by and can activate up to 2 nearby (3-5 blocks spherical?) linked traps before shutting off. be careful, it's sensitive enough your guards can set it off too, bet keep it out of their reach. tripwires can be shot, slashed, or exploded. mods - Backup battery - 10 points - Laser Tripwire can b
    0 comments 1 views last activity
  • Short fuse - 5 points - bombs explode .5 seconds sooner Long fuse - 5 points - bombs explode .5 seconds later Cluster - 20 points - Bombs explode in smaller radius but let a second explosion off 1 second after the first Sticky - 10 points - Bombs no longer bounce and instead stick to the first surface, guard, or raider they touch. Flashbang - 15 points - bombs are non-lethal but player is bli
    1 comments 11 views last activity
  • https://www.reddit.com/user/MeetYourMaker_Dev/ they're busy talking on reddit instead. why are we not seeing this kind of staff activity on the website they pay to host, dedicated to the content?
    5 comments 261 views last activity
  • Builder - Pet Billiam Outpost - Gravity intention- trap mods are displayed on multiple floors, there are red lines on the floor to show activation range of traps, there are other markings on the floor to show roughly the area traps can be dangerous in. there is multiple acid parkour opportunities, both tunnels and floating blocks. it is not advised to shoot a trap unless you have already ac
    0 comments 21 views last activity
  • Cockeysville, it's on social, i built it, i beat it. this is what i will make if you want mario maker. you still want it?
    1 comments 31 views last activity
  • a shield on the outpost that until genmat is taken the map barrier is covered in a forcefield. nothing inside the forcefield can fire out, nothing outside the forcefield can fire in. projectiles that hit the field, drop at the edge of it. this will prevent both losing ammo to the sandstorm which is unfun for the raider, and prevent raiders from killing warmongers from a place they aren't able to
    1 comments 21 views last activity
  • 3 deaths in brutal guarentees rank loss. rank loss from death is the same as rank loss from quitting. both are -30. this incentivizes quitting after 3 deaths if you are a rank grinder. proposal, -60 rank for quitting the map, -0 rank if you got genmat and got out regardless of deaths. this will incentivize people to complete a difficult map rather than just leave it.
    5 comments 41 views last activity
  • Can we please fix players exploiting the map barrier to fight guards from outside the map where they can't be reached.
    15 comments 211 views last activity
  • I'd like to request some more block shapes the pyramid block, it's a cutout from a cube, can we get the other half of the cutout? whatever that shape is called? i can build little dais stands going up, but i can't make pits going down with the same uniformity. can we please get a block that fills the holes left when you put 3 triangles together with their flat faces pointing the same way? curre
    1 comments 11 views last activity
  • Very simple, it's a good base, you had fun, how many times did you die?
    7 comments 81 views last activity
  • In the current state of the game it is possible for a raider to move forward without stopping and pass through a trap before it's activation timer can expire. I don't think it should be IMPOSSIBLE to pass a trap before it triggers but with speed stims, the melee suit's speed increases, and the grappling hook being base kit. i think it should be fair that someone using NONE of these speed incr
    12 comments 121 views last activity
  • Plasma sentinel has the largest range of any trap, fires a homing missile, and applies an area denial affect. lets compare this to other ranged traps Incinerator 70 base cost, range 4, non-tracking, continuous fire. Boltshot 50 base cost, range of 7(threatens 10+4with tracking potential), non-tracking(65 with tracking), single use (80 for 2x and tracking) Bomb ejector 70 base cost, range 5
    7 comments 81 views last activity
  • Raid selection is currently a mess. there is a bug in the game that has many maps displaying 0 meter range for the harvester's path when using the Tier 3 boost from the suits advisor. many players are currently irate and blocking players because they have had an unfun time in ONE dungeon. your block function doesn't remove a single outpost from their roster, but every build the user makes. this i
    0 comments 11 views last activity
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