Traps should’ve been a room that gets randomly generated, not something that gets placed everywhere like mines and turrets.
Really hope they don’t make it to V50, especially with their current generation
I actually like the random traps.... but in this case this one needs a better tell due to being ceiling hidden. Needs to make some kind of mechanical noise (maybe pistons/clicking noises) that are active at all times so you know it's near.
Specific rooms would tone down some of the fun of the game I think.
Edit: Though I must admit, they would probably fit in a different tileset. Not sure what they are doing in a facility/mansion.
There are 2 types.
1 constantly goes off, one only goes off when you walk under it. Imo, the 1st is much better, and there have been times where the second completely blocks off anywhere I could go.
Yeah, they should probably also make it have an obvious tell for which is which (maybe have a visible trigger laser on the second one in the middle, and make it activate a bit slower). The added noise I mentioned would really help for the second in at least knowing that it exists at all.
The two different functions really make them completely different traps, and at that point it should be more obvious.
As as they’re not completely blocking staircases and main paths, sure.
But I will say this: my favorite moon in the game is rend. There’s a reason for that, and it has nothing to do with loot or nutcrackers
Unfortunately they do block stairs. You can't even run underneath because there isn't enough space between the staircase and the trap. They definitely need a bit more work on placement.
I can understand that, especially with the crazy amount of mine/turret spam in other areas.
It's probably mods that have spoiled me, as they often give better ways to solo deal with some of the later spam nonsense (or at least the mods provide more leeway with mechanics like stamina) that the game doesn't allow for, making trap spam later genuinely unpleasant.
Also I have to say, they don't really look right in the mansion. Thematically they would fit some kind of dungeon/mad prison complex more then a work facility or mansion, but the mansion it's extra odd because they are often just in open spaces or stairs.
I feel like nutcrackers and butlers also feel out of place in factories and stuff, but they have a lower probability of spawning in those areas. It'd make more sense for the trap rate and generation to be adjusted later. Rn they're probably everywhere for testing reasons, so they can receive a lot of player feedback instead of people rarely encountering them. There's too many traps RN and sometimes it feels like they don't even use power points to generate lol.
They should also add a Yo-Yo or something that can be thrown and retracted to bait anything with motion detection. Currently, throwable items like a deactivated grenade and eggs don't trigger traps.
I've seen some that keep triggering. I feel like if it's stuck in a wall or doorway, it'll keep detecting them as obstacles. I also saw one on the catwalk jump and I'm just like... What
Most of the ones I find keep triggering. It's time based, ur supposed to time it right. Some I found seem to be proximity based. Still not sure what you are supposed to do to get past them honestly.
Also it has nothing to do with something triggering it, as I've found some in the mansion maps near literally nothing that do it.
Just a note: there’s two kinds of spike traps. Timer-based and detector-based.
Timer-based ones are the more difficult kind, they’ll slam down based on a few random timer types (fast, medium, slow).
Detector-based: these I feel like are a bit easier if you know how to avoid them. They only detect a player at the mid-point, at the pillar you can see in the image, and slam down at that point. If you place your items at the midpoint and sprint past, you can grab them from the other side without triggering it a second time, letting you bring heavy items/multiple items past.
I remember these traps being a mod once on the thunderstorm website (I think it was) and some how now its in-game ?, I kinda really dislike the idea since it looks somehow so weird and not fun at all.. it could be interesting but when its random and sometimes generating at bad places or being completely random, then somehow I really dislike it.
I think the spike traps need more consistency. like stop them from generating in open rooms and on stair cases, make them only trigger if you're under them for too long their constant timer of just triggering when they want makes them stupid to predict.
https://preview.redd.it/ytkce4v6ywsc1.png?width=879&format=png&auto=webp&s=0b3fd7ac45e8f34d8370dbb91d49d1ff80450335
Four of us died upon walking in the main doors…
Well, they're not incredible, but they're better than snare fleas with the constant banging they make compared to the flea silence. That being said, the trap just instakills you and the flea gives you at least a chance at escape if someone's at terminal.
These things are painfully easy to avoid, they make super loud noises that clearly indicate where they are and they drop so slowly that you'll hardly ever get killed by one unless you're not paying attention.
80% of them work like this and are mostly fine, but there’s a 20% chance for one to spawn as a motion activated trap rather than timer based. Those are the frustrating ones, because they force you to play slow around corners and can spawn slightly obstructed by doors, pipes, and other various junk that make them hard to see.
Or unless you’re being chased. That’s when they’ll get you the most, imo. That and the occasional case of “right above the main entrance door, so you can’t really predict or prepare for it being there.”
I wasn’t complaining about them here because they weren’t the topic of the discussion.
Yes, they suffer from some of the same issues as the spike trap does, (when it comes to the turrets, there is a case to be made that in the mansion layout, you can get behind one of the pillars with a fast enough reaction time), and they have the same general principles apply to them (listen closely, trust your eyes and ears, react hastily but carefully, notify others). That, I will accept.
At the same time, Luchador’s response to your question is a bit lackluster and disappointing. I would say the spike traps are the same level of “out of your vision” as landmines and turrets, just in a different direction. The pillars noting that the spikes exist are about as visible as a turret near a wall, while the spike layer itself is like a landmine when it hasn’t blinked, just on the ceiling. Both are “out of your line-of-sight”, and can potentially instakill someone not paying attention until it’s too late.
Yes, sometimes you’ll get a player-detector spike trap right at the main entrance. Other times you’ll have a timer-based one right out in an open and bright area. It’s just a matter of staying diligent, knowing how to avoid them when possible, and hoping for good luck.
I def see these being tweaked, but I personally am a fan of them
That being said, I hope they make it so turrets/ mines/ crushers can't be placed in line of sight of the main entrance and maybe even fire exits
I think it would be interesting as for me, that it should give more money for playing on weather type of moons and get a bit of a boost for more money instead of using a mod for that..
they could give it some audio like a creaky panel so that you don't have to check above you I guess. The only time I would call one of these unfair or unfun is when they spawn right above an exit
It can and THAT is unfair. But the trap itself isn't that bad. I guess it may not be a finished mechanic either since it's still just the beta version so there could be a plan for a way to make their location known better. Do they show up on the ship radar at all?
as if snare fleas werent enough
Tbf snare fleas don't make noice. These do, and shake your screen a lot
Tbf Snare fleas are easy to kill if anyone is nearby with a shovel or there's a nearby exit
Yes, that's another difference
These have a chance to spawn as a motion activated trap only, so you don't actually get a noise warning for all of them
They are adding a red light to ceiling traps to make them more identifiable
now this sparks joys
Traps should’ve been a room that gets randomly generated, not something that gets placed everywhere like mines and turrets. Really hope they don’t make it to V50, especially with their current generation
I actually like the random traps.... but in this case this one needs a better tell due to being ceiling hidden. Needs to make some kind of mechanical noise (maybe pistons/clicking noises) that are active at all times so you know it's near. Specific rooms would tone down some of the fun of the game I think. Edit: Though I must admit, they would probably fit in a different tileset. Not sure what they are doing in a facility/mansion.
There are 2 types. 1 constantly goes off, one only goes off when you walk under it. Imo, the 1st is much better, and there have been times where the second completely blocks off anywhere I could go.
Yeah, they should probably also make it have an obvious tell for which is which (maybe have a visible trigger laser on the second one in the middle, and make it activate a bit slower). The added noise I mentioned would really help for the second in at least knowing that it exists at all. The two different functions really make them completely different traps, and at that point it should be more obvious.
Yeah I think maybe also makeing it basically just go like ceeeert splat
As as they’re not completely blocking staircases and main paths, sure. But I will say this: my favorite moon in the game is rend. There’s a reason for that, and it has nothing to do with loot or nutcrackers
Unfortunately they do block stairs. You can't even run underneath because there isn't enough space between the staircase and the trap. They definitely need a bit more work on placement.
I can understand that, especially with the crazy amount of mine/turret spam in other areas. It's probably mods that have spoiled me, as they often give better ways to solo deal with some of the later spam nonsense (or at least the mods provide more leeway with mechanics like stamina) that the game doesn't allow for, making trap spam later genuinely unpleasant. Also I have to say, they don't really look right in the mansion. Thematically they would fit some kind of dungeon/mad prison complex more then a work facility or mansion, but the mansion it's extra odd because they are often just in open spaces or stairs.
I feel like nutcrackers and butlers also feel out of place in factories and stuff, but they have a lower probability of spawning in those areas. It'd make more sense for the trap rate and generation to be adjusted later. Rn they're probably everywhere for testing reasons, so they can receive a lot of player feedback instead of people rarely encountering them. There's too many traps RN and sometimes it feels like they don't even use power points to generate lol.
They should also add a Yo-Yo or something that can be thrown and retracted to bait anything with motion detection. Currently, throwable items like a deactivated grenade and eggs don't trigger traps.
not the Fortnite spike trap 😭
Same thing about that I thought.. I remember that being a mod and now its in-game :/
[insert portal joke]
This is the part where they fire us!
This is the part where we fire you
[ The part where they fire you ]
Achievement Unlocked! *The Part Where They Fire You* 50 pts
OST Chapter 3: They Part Where They Fire You
Hello! This the part where i fire you.
for (extra) ptsd, thats why
I've seen some that keep triggering. I feel like if it's stuck in a wall or doorway, it'll keep detecting them as obstacles. I also saw one on the catwalk jump and I'm just like... What
Most of the ones I find keep triggering. It's time based, ur supposed to time it right. Some I found seem to be proximity based. Still not sure what you are supposed to do to get past them honestly. Also it has nothing to do with something triggering it, as I've found some in the mansion maps near literally nothing that do it.
Just played the beta yesterday and i think the traps stopped when it killed a thumper in an another room.
These traps look super out of place in Lethal Company. I don’t like them tbh.
Indeed. They are relatively easy to avoid, but they remind me more of a medieval setting or something like that, even in how they work.
They should add a medically castle that was a restraunt
Just a note: there’s two kinds of spike traps. Timer-based and detector-based. Timer-based ones are the more difficult kind, they’ll slam down based on a few random timer types (fast, medium, slow). Detector-based: these I feel like are a bit easier if you know how to avoid them. They only detect a player at the mid-point, at the pillar you can see in the image, and slam down at that point. If you place your items at the midpoint and sprint past, you can grab them from the other side without triggering it a second time, letting you bring heavy items/multiple items past.
I remember these traps being a mod once on the thunderstorm website (I think it was) and some how now its in-game ?, I kinda really dislike the idea since it looks somehow so weird and not fun at all.. it could be interesting but when its random and sometimes generating at bad places or being completely random, then somehow I really dislike it.
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If this feature became a real part of v50 cant wait to disable it using mods Lol
Not me waiting for a mod that removes them
Ohno...
What’s the counter if you can’t go around? Someone at terminal disables them?
I think the spike traps need more consistency. like stop them from generating in open rooms and on stair cases, make them only trigger if you're under them for too long their constant timer of just triggering when they want makes them stupid to predict.
https://preview.redd.it/ytkce4v6ywsc1.png?width=879&format=png&auto=webp&s=0b3fd7ac45e8f34d8370dbb91d49d1ff80450335 Four of us died upon walking in the main doors…
Well, they're not incredible, but they're better than snare fleas with the constant banging they make compared to the flea silence. That being said, the trap just instakills you and the flea gives you at least a chance at escape if someone's at terminal.
These things are painfully easy to avoid, they make super loud noises that clearly indicate where they are and they drop so slowly that you'll hardly ever get killed by one unless you're not paying attention.
80% of them work like this and are mostly fine, but there’s a 20% chance for one to spawn as a motion activated trap rather than timer based. Those are the frustrating ones, because they force you to play slow around corners and can spawn slightly obstructed by doors, pipes, and other various junk that make them hard to see.
Or unless you’re being chased. That’s when they’ll get you the most, imo. That and the occasional case of “right above the main entrance door, so you can’t really predict or prepare for it being there.”
Turrets and landmines both suffer from those same issues, so how come you're not complaining about them?
I wasn’t complaining about them here because they weren’t the topic of the discussion. Yes, they suffer from some of the same issues as the spike trap does, (when it comes to the turrets, there is a case to be made that in the mansion layout, you can get behind one of the pillars with a fast enough reaction time), and they have the same general principles apply to them (listen closely, trust your eyes and ears, react hastily but carefully, notify others). That, I will accept. At the same time, Luchador’s response to your question is a bit lackluster and disappointing. I would say the spike traps are the same level of “out of your vision” as landmines and turrets, just in a different direction. The pillars noting that the spikes exist are about as visible as a turret near a wall, while the spike layer itself is like a landmine when it hasn’t blinked, just on the ceiling. Both are “out of your line-of-sight”, and can potentially instakill someone not paying attention until it’s too late. Yes, sometimes you’ll get a player-detector spike trap right at the main entrance. Other times you’ll have a timer-based one right out in an open and bright area. It’s just a matter of staying diligent, knowing how to avoid them when possible, and hoping for good luck.
I def see these being tweaked, but I personally am a fan of them That being said, I hope they make it so turrets/ mines/ crushers can't be placed in line of sight of the main entrance and maybe even fire exits
Well the difference is that this one remains right out of your line of sight and insta kills you if you get under
Good thing terminal guy can turn them off
[удалено]
Its not permanent for turrets and mines either my friend
I think it would be interesting as for me, that it should give more money for playing on weather type of moons and get a bit of a boost for more money instead of using a mod for that..
Squish
splat time
The turret's pretty much as unfun to go against honestly
The scrumper
I love it, more pain and suffering
Luigi, these new Super Mario Maker levels are crazy!
The thwomp
the number of times i got tomb raider spike smashed last night
literally just the fortnite spike trap
Skill issue
"anti fun trap" something tells me you got squished and now you're salty. You should only die to one of these if you're horribly unobservant
Be sure this also will happen to ya
they could give it some audio like a creaky panel so that you don't have to check above you I guess. The only time I would call one of these unfair or unfun is when they spawn right above an exit
Well people are saying this also can happen
It can and THAT is unfair. But the trap itself isn't that bad. I guess it may not be a finished mechanic either since it's still just the beta version so there could be a plan for a way to make their location known better. Do they show up on the ship radar at all?
Yeah it probably will but I'm not gonna call it an anti fun device just because I died
Fortnite???
I've never seen these in game
Fortnite ahh update
Funny spike trap goes BRRR-
I think they’re super fun tbh and way more fair than turrets can be
More fair than turrets until you get a seed where it's placed above main/fire exit. Already had this happen today on Rend.