having a stronger trap type that is only triggered in a 1x2 zone(optional) that does more damage, no stuns, maybe slows depending on cast - drone casts slosh out sticky? would be a nice addition to the building meta.
***always on top sprite cannot be hidden under shit
Ahh, so having traps that you can’t shoot if they are placed behind a wall of 1x1 corridor are not enough so we need traps that you can’t even see unless you stand directly next to the tile that activates them in the same corridor.
I’d like to bring attention to the fact that Xenos just had a PR entirely stopping them from moving bursted bodies to put traps under them and another PR re-allowing this but making the trap more visible was blocked. Meanwhile, OT mines can have seventeen item sprites obscuring it, can use all the same nasty tricks to block them as resin traps, except they can 100% absolutely guarantee almost any T1/T2 that steps on them will die.
I’m all for more xeno traps after a nerf like this.
They actually fixed most of the OT insta kill stuff its just shrapnel spammers nowadays. Fire is still dangerous but you can survive it as T2 unless you take a trip into multiple. And even tier 1 if there lucky.
I am personally fine if a pred gets flash fried. But a good t1/t2 xeno can actually avoid the insta kill fire claymore. Just need to be vigilant and not rush like some do. Complaining about not paying attention is like you leaving a glass of bleach on a counter for a child not to drink. Most of the time the claymores also get set up badly and tend to be counter intuitive to FOB.
its painfuly true… there is reason when i go OT and make mines i ALWAYS head down my self to plant them… i have few too many rounds of FOB getting melted do to unga thinking its great idea to place clearly marked fire mines right along the line…or worst still the wrong way around…
but let us not forget this ideaguys thread…
So i not really against the idea of more xeno traps, first for claymore style trap i think it like you said need to have NO stun and NO slow for the damage type… but if like you said a sticky trap would be fine for slows as long as it doesn’t do damage.
frankly such traps i think should be locked behind a strain type because as it is acid traps don’t really work on there own and it more so the stun that gets lads killed… but if you up the damage it could rather a issue walking into one.
also i just had thought… what if… we had burrower OT strain, now hear me out. this new OT strain will get these claymore style traps, BUT will lack the full power unless the burrower has help from t3s idea is that you can keep filling the trap but different castes give different effects.
hog rav? they give it shards at cost of the hogs bones. boiler? they add nero effect, and if have shards in it will give the shards a nero effect make it act like a boiler tail stab. a crusher? i not quite sure but perhaps they will make much tougher.
Praetorian? maybe it just increases the acid damage and if there is shards it will cause acid goop to stick to person( so like acid runners tail stab)
and of course feeding into the traps should cost HP and Plasma and should blow up if you over fill it… perhaps the more filled they are the larger the trap sprite is… man now i really want OT burrower…