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GreedMcTavish

GreedMcTavish

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GreedMcTavish
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  • 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).

  • They can be ridiculous, but there are a few things to consider.

    • There is a shield item, as you pointed out. It's quite good and lets you get into position and take your time...at least for a moment.
    • The other primary weapon has something like 7 shots, but don't forget to take advantage of the magnetic retrieval of the default primary. If upgraded, it has a pretty good range (maybe a block and a half?) and you can often recover shots by going outside the base and getting near the blocks where you shot.
    • I find there is almost always a "method to the madness". A lot of rooms fall apart with a well placed nade or a little patience. Claws can be ignored if you kill the traps that they are pulling you towards (or in LoS). They can be beneficial this way as they pull you out of the way of other traps and won't drop you until you swipe at them.
    • Some maps are simply easier with co-op...as easy as going outside and touching dirt. Whereas some are just damn hard playing solo. If you give up, while you may not get gen-mat, you at least get your parts.
    • There is a points system to the cost of the traps. The more squares they overlap/cover as a killzone the more expensive they are. This helps reduce it to some degree, but if you are playing on brutal, +4500 pts is a lot to play with for base design.

    Don't get me wrong, I despise them too, whether because they are too difficult or simply because I see players that do this as "one-trick ponies" - they don't know how to actually trick players and this is the easy way for them to get gen-mat. I don't give accolades to these designs, or those that block off the tombs. If you have variety AND a killbox, I give a player accolades.

    Final thought, I would like to see the cost of traps increase the more you have of the same type within a certain radius. This would reduce scenarios where players spam one type of trap or mob for lack of doing anything creative.

  • I personally want triggers or some way to chain traps off things like the tombs. E.g. if something is activated or destroyed> then spawn this trap or activate it.

    Your spring board idea could also be a giant fan. Takes a second to spin up but becomes more powerful and pushes the player.

    I would also like another mod that causes an impassable block to spawn/move into place AFTER gen mat. This way we would make one way in, different way out (still requiring Harvey to make it through). This could be an inverse for the holocube and would make it more like a labyrinth.