BrazilianJoe Posted March 24, 2014 Share Posted March 24, 2014 Cue rage face. Please note my tone is ironic and jokeful, not inflammatory. But in all seriousness, if life support ends in the mission, all arc traps should be disabled. Surviving for 30-40 minutes only to die ten feet from the exit because of a friggin arc trap which was behind a wall, thus invisible, and which arc goes through the same wall and hits the player, with no way to spot it, no way to counter it? NO. TL;DR Occam's Razor: Is it funny? NO. Simple solution: if life support runs out, arc traps are disabled. Pretty please? Link to comment Share on other sites More sharing options...
(PSN)natek_morzy Posted March 24, 2014 Share Posted March 24, 2014 Damn this does sound like a bad situation. Good thing I always prefer Orokin Derelict for Survival and have, what, 83 Orokin Cells? Link to comment Share on other sites More sharing options...
Wallace24 Posted March 24, 2014 Share Posted March 24, 2014 it's the worst. I think there shouldn't be any arc traps in the last tile of survival missions. but that's wishful thinking. and in all honesty, if I were in charge of trap placement, the extraction would be the place to put them Link to comment Share on other sites More sharing options...
Katakuna Posted March 24, 2014 Share Posted March 24, 2014 Grineer ingenuity: "We know we can't kill them before the Oxy runs out, but they'll never expect an Arc trap near their exit!" Link to comment Share on other sites More sharing options...
rapt0rman Posted March 24, 2014 Share Posted March 24, 2014 IMO environmental hazards should be built directly into the map/terrain in logical, distinct places (like the traps in the void), and not be random spawns that can pop up willy-nilly wherever they want. Link to comment Share on other sites More sharing options...
BrazilianJoe Posted March 25, 2014 Author Share Posted March 25, 2014 IMO environmental hazards should be built directly into the map/terrain in logical, distinct places (like the traps in the void), and not be random spawns that can pop up willy-nilly wherever they want. Well, have traps spawn only on specific places make them too easily discernible. I think that at least as a stopgap solution, making the traps turn off when life support goes out is good enough. Maybe there is a more elegant solution. Does the enemy detection aura shows traps? Link to comment Share on other sites More sharing options...
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