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An Extra Way To Spot Broken Lights


ShadowFighter88
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I'm just going to preface this saying that this is not enough to fix the issues with lights and that it may not work depending on your graphics settings and may change if the level is on fire.  Other adjustments still need to be made to them, this is just a small way to help people notice them so that, if they can't avoid them, they can at least be ready for them (stopping, letting shields recharge, etc).

 

What I noticed was that the lights give off sparks.  I don't mean the big arcs of electricity, I mean the same spark particle effect that damaged parts of the ship give off (blow out a window on a Corpus ship and see what happens to the lights in the room to see what I mean).  That's why I said it might not work if the level's on fire - part of those changes may add pre-damaged lights that give off the sparks but don't zap people.

 

This only really works if you look for it, as well and it can be easy to miss.  I'm not the most observant person so I ran into several and only noticed it by one spawning in a 'lucky' spot.

 

This was during a run of that Extermination Alert that was on earlier - I was a bit over-levelled for it, but I felt like ending a session with something easy and relaxing.  I've zoomed in on it here, but see those sparks falling behind the pillar I'm aiming at?

 

http://steamcommunity.com/sharedfiles/filedetails/?id=239882564

 

Sorry I can't embed the image.  Anyway, those sparks were for a light right behind it which you can see here.  There were two more in that room, both mounted high on the central pillar.  Too high for any player to reach unless they were mucking around with wall-running (and even then, I'm not sure there's a path there) but I only saw them because of the sparks raining down from them.

 

Later on; I noticed this hail of sparks just in-time to avoid sliding right into the path of this light.

 

Again, this is not a fool-proof way to avoid them, nor do I think that they're fine as they are.  They need changes - none in the starting rooms, none on the wrong side of doors, etc.  This is just a way to try and help people avoid them until DE make such changes.

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"Just an update, Dev's next iteration of this mechanic will include:

 

1) Only placing the 'traps' at eye or floor level.

2) FX that indicate they are clearly active.

3) Will do DOT vs (instead of) big pulse/surge of damage.

4) Can be exploded from a distance to damage nearby enemies (like Explosive Barrels).

5) Will have a chance to drop a resource.

 

We can definitely see the hate still for these by some, so more attempts to tweak are being made."

 

Above is a copy/paste from the linked thread

 

This is a very good post, thank you for taking the time to make it!

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