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Killa_KIA_Clown

Killa_KIA_Clown

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Killa_KIA_Clown
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  • Thanks for taking the time. Killboxes are not for everyone. Personally I love them. Building and dismantling them alike. I also understand why you would blacklist the lava cube hiding the traps as, apparently its a bugged exploit. I can only say from my experience its always been this way for me and when I was first made aware of MyM before beta it was also mentioned to be this way. Again personal opinion is it should be a norm wave one or two but I know its a hot topic.


    For me the most fun to build and watch is Wadesboro with the genmat being free to take and the tomb in the dome. Social it works well. Offical you have to bug Harvey. Maybe they will implement something in the future that will allow more creativity in this regard. Or maybe its best confined to social.


    Either way ty.

    I'd like to see others offering up some socials.

  • These comments make me so sad ๐Ÿ˜ž

  • As far as I'm aware they have acknowledged an issue with trap detection through corrosive cubes. And working on it. I hope they make the right call on this one and implement as it was ment to be

  • What's the incentive to raid a brutal base? You can do 20 or 30 dangerous small bases an hour or potentially 1 brutal.

    For me i don't mind either or but I need the incentive for the later.

    If this balance can be made I think the whole game will benefit hugely.


  • @MadameExotine said:

    I've been experimenting with "Warmonger Pincers". It's so much fun watching the raider figure it out after a few deaths.

    First set Warmonger#1 somewhere in your base. This'll be the pincer spot.

    Then set a Warmonger#2 outside (or behind) your base where it can't be easily discovered. Preferably build a small hut facing away from where raider starts.

    Now do a test run with a timer, and make a note on how long it'll take a raider to get to where Warmonger#1 is (provided your base entrance is clearly marked, so raiders would run straight in on start up)

    Once you got the time, go back and set Warmonger#2 on a path through base entrance, until it meets with Warmonger#1. When setting the path, have Warmonger#2 wait idle for the amount of time it took your test run, before it starts moving.

    If you do it right, you'll have Warmonger#2 surprise raiders from behind as soon as they come up on Warmonger#1. Specially effective in tight corridors ๐Ÿ˜‰

    On replays you can clearly see the smart raiders start searching outside base after a few deaths wondering "where that 2nd warmonger come from?", .. and the not so wise ones will feed you kills, 'till they figure it out~

    Seen so many snowflakes quit because of this tactic. Love seeing people break. Also love seeing the pros dismantle this setup

  • I have a feeling its average Raid/death ratio with score factoring into it. Hit master today at 280 on ranking up. Left it at 250 after raiding a little while afterwards

  • Often wondered what motivation there was for raiding outside my norm. Why take more risk and lose more points/take more time to rank up? Whats the incentive?

  • Maybe you are right. I know I was very particular with my raids ranking up to master.

    Avoid anything that could be a maze or looked overly large in thumbnail, if it had 0 for the Harvey path, or generally there was a small base option available for the advisor closer to level up. Only the champion outposts were raided regardless of criteria

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3408193#Comment_3408193

    I raid plenty, and rank having any baring makes no sense. This just sounds like superstition. There should be no mechanisms that prevent your outpost being raided as much as anyone else.

    The problem is that each player is allocated 15 bases at any time, even though they're likely to only raid maybe 5, or maybe only 1 of those outposts, because they're likely to stick to one difficulty or one advisor type. That mean any given player at any given time has 10-14 outposts allocated to them that won't be raided, left to stagnate.

    But the fact that some players like yourself have no issues while most of us do, is concerning. It means there's a problem somewhere.

    There may be lots of reasons why its not raided that has nothing to do with mechanisms also. Lioe thumbnail, risk and reward, map some etc. But I cant fault what you say if most are struggling for hits.

    I myself rank Master at 250th last I logged in. And my raid style was very particular while grinding the ranks.

    Large bases I only raided if it was the champion raid. Before that I'd always go for the advisor that was closest to rank up on the smallest map for speed and efficiency.

    I've often wondered whats my incentive to raid outside this method? And i assume most will think this way too

  • @Seraphor said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3408141#Comment_3408141

    None of these things can do anything to get your outpost to show up on another players roster. If it's not available to raid, it won't get raided.

    While you're getting 200+ on each of yours, I'm lucky if I get 5 raids per 24hr session, and my one and only semi-successful outpost got to P10 with 82 raids total.

    I reactivated three outposts yesterday, one of them lucked out and got 6 raids in the first 10 minutes, the other two got nothing. Checked again today, no more on the lucky outpost, those first 10 minutes were it's lot. The other two outposts got 5 raids between them.

    Maybe the amount of raids you put in also has something to do with it. I've raided alot this last week. Maybe its your rank? I guess all these things would go hand in hand with what I've noticed while putting in the hours

  • I should also add everyone keeps saying these bases are everywhere.

    They're really not. There is a few but they are not meta. And they are not difficult to beat either.

    Blocking players all the time because you can't raid a base is going to make MyM a lonely experience for those who do.

    I give 100% to everyone i raid. And always give an accolade regardless.

    If you got 5 kills out of me then Congrats ๐Ÿ‘ you actually gave me a challenge, 10 or more you know I raged but I still walked out head held high. Again some fun for once.

    I also appreciate those who give my bases 100%

    Nothing more disappointing than the snowflakes who die once quit when they see a kill box or too many guards on a ledge, and by most accounts I see here.... block!!! Like the no accolades folks who are so salty because it was difficult.

    Put that in to contrast for most people reviewing there outposts and raids at the station, you have solos 1 shotting the same base with ease. Or the try hard who died 40 times and took the best part of an hour, but figured it out and walked out head high, proud and better off for it.

    I know what kind of game id rather play and with who I would play it with

  • But seriously whats the alternative to a challenge as you put it?? Boring and mundane? I've give fun accolades out of pity to keep bases alive. And ranking 250 master and climbing i can say my average KD/RD is less than 1.

    I've clocked so many hours over the last week and I can honestly say 99% of bases I raid i can walk to the genmat and walk back out in 1 smooth ongoing motion. I don't have to stop, I take out every gaurd and trap along the way. Rarely have to grapple and anything I've missed a shot on is deflected with shield. And this is not speed running I could do it quicker if needed and for a bit of kick.


    I've 500 flash barriers saved up, more bombs as i just don't need to use them. Never once needed a phoenix thing and the speed stick was utilised in my first days until I realised you don't have to run you can literally walk every base.

    Melee weapons are useless as is the skin and the buff that go for them as 3 shots with quick reload and long retrieve is all thats needed to destroy a base

    If this is the meta you want the game amd gamers will die of boredom.

    Literally the only thing that's making this game fun and interesting at the moment is things you can't see!! As everything you can is slow and defunct.


    What will kill this game is not a certain meta as the DBD community keeps trying to make us believe.(meta by the way will be determined by devs ability to offer up solutions and options) Its the soft DBD community who wants a base to bake you a cake and offer you some tea.

  • All my bases get raided hard.

    X4 small bases. 2 normal 2 brutal

    X4 large all brutal

    X4 medium all dangerous


    I'm averaging 200+ raids over rank 10 prestige on all of them. Some have 300+ others 150+

    Some of my tips:


    Noob incentives with normal small bases


    Big and brutal not as scary as small and brutal when thinking about kills per square foot.


    Dangerous is probably the best braket for rank grinders, again small to medium most targeted.


    Keep things regular, 5x outposts active(all the different advisers) @9k genmat (24hr run time) all timed to run together. Prestige together and time out together, ensuring you have the synth to prestige all together when they do time out.


    Clean outposts regularly, i've found whilst clocking the hours raiding others. There is a boom and upswing in hits on clean outposts then a lul until I've cleaned house of all the carnage. Next hour or two a boom and more hits again etc.

    I think this is the biggest factor to getting hits on your bases.

  • 1 and done = fun

    Died alot = brutal

    I had to think about it = ingenious

    Looks good and took time = artistic

    Everybody gets one,

    There isn't a base i wont tough it out until I take the genmat and get out

    If you hit two of these criteria then you get two

  • My argument against the original poster would be that all traps and ammo can be shot through corrosive cubes at all times if a trap is triggered before and the raider hides behind one for cover example is a guard or hunter bolt etc. Same goes for raiders picking off guards and traps through corrosive blocks. So given all that and wave two functions as it does, its more likely wave one is bugged and traps should be triggered 100% of the time regardless of wave or mod, so using these as cover is the exploit to dismantle and destroy a good base set up

  • As far as I'm aware. Players using corrosive blocks for cover whilst raiding a base on wave one is a bug thats being exploited. Traps should fire through on wave 1 or 2. Claws, bolt shots on hunter, enforcer shots etc including your own ammo all can be shot through these cubes as standard if triggered. Why traps are not triggered 100% of the time is the real question

  • I think first wave is bugged and traps should fire through all and any corrosive cubes. Otherwise corrosive cubes are ultimately a costly wall etc. Not difficult to beat bases that are using this technique and actually quiet fun to raid