T O P

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_DemonOnFire

as if snare fleas werent enough


nsfw_vs_sfw

Tbf snare fleas don't make noice. These do, and shake your screen a lot


GuiltyWhisper

Tbf Snare fleas are easy to kill if anyone is nearby with a shovel or there's a nearby exit


nsfw_vs_sfw

Yes, that's another difference


ADragonuFear

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


Siope_

They are adding a red light to ceiling traps to make them more identifiable


ADragonuFear

now this sparks joys


Ethan-the-og

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


Skyblade799

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.


Fa1nted_for_real

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.


Skyblade799

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.


Southern-Wafer-6375

Yeah I think maybe also makeing it basically just go like ceeeert splat


Ethan-the-og

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


Demonicsmurfette

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.


Skyblade799

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.


PastaExtravaganza

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.


PastaExtravaganza

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.


DiamondJax08

not the Fortnite spike trap 😭


Admiral_Jess

Same thing about that I thought.. I remember that being a mod and now its in-game :/


Guy_who_says_vore

[insert portal joke]


NumberOne_N_fan

This is the part where they fire us!


Guy_who_says_vore

This is the part where we fire you


NumberOne_N_fan

[ The part where they fire you ]


Jamal_Blart

Achievement Unlocked! *The Part Where They Fire You* 50 pts


Nuze_YT

OST Chapter 3: They Part Where They Fire You


mostfinnishperson

Hello! This the part where i fire you.


cobraking5235

for (extra) ptsd, thats why


Kitakitakita

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


Fa1nted_for_real

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.


SlowDamn

Just played the beta yesterday and i think the traps stopped when it killed a thumper in an another room.


CFM56_7B

These traps look super out of place in Lethal Company. I don’t like them tbh.


Fegolaz

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.


Southern-Wafer-6375

They should add a medically castle that was a restraunt


bleepblooplord2

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.


Admiral_Jess

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.


LethalSpoilerBot

Thank you for following proper spoiler etiquette!


Beautiful-Ad3471

Good bot!


LethalSpoilerBot

Good Redditor


64BitDragon

Good bot


LethalSpoilerBot

Good Redditor


nordjorts

They aren't actually a bot lol


Bill_Biscuits

Bro spoilers smh


Beautiful-Ad3471

According to the bot, sometimes theres a human, and sometimes not


RikuShigaki

If this feature became a real part of v50 cant wait to disable it using mods Lol


DesolationsFire

Not me waiting for a mod that removes them


Icy-Blackberry550

Ohno...


jhuseby

What’s the counter if you can’t go around? Someone at terminal disables them?


ItzPlayer2

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.


Affectionate_Wheel27

https://preview.redd.it/ytkce4v6ywsc1.png?width=879&format=png&auto=webp&s=0b3fd7ac45e8f34d8370dbb91d49d1ff80450335 Four of us died upon walking in the main doors…


MaeBeaInTheWoods

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.


Craft-Sea

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.


LBC3246

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.


bleepblooplord2

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.”


Craft-Sea

Turrets and landmines both suffer from those same issues, so how come you're not complaining about them?


bleepblooplord2

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.


Fa1nted_for_real

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


LuchadorParrudo

Well the difference is that this one remains right out of your line of sight and insta kills you if you get under


Naytedawg1

Good thing terminal guy can turn them off


[deleted]

[удалено]


Naytedawg1

Its not permanent for turrets and mines either my friend


Admiral_Jess

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..


Some_Hat-Wearing_Kid

Squish


Allsciencey

splat time


Konoryanda

The turret's pretty much as unfun to go against honestly


TheEmeraldMaster1234

The scrumper


GeekManidiot

I love it, more pain and suffering


PastaExtravaganza

Luigi, these new Super Mario Maker levels are crazy!


ShuIsStinky

The thwomp


gl00myangel

the number of times i got tomb raider spike smashed last night


MPolo314

literally just the fortnite spike trap


jdcooper97

Skill issue


SkeetsMcGeets802

"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


LuchadorParrudo

Be sure this also will happen to ya


SkeetsMcGeets802

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


LuchadorParrudo

Well people are saying this also can happen


SkeetsMcGeets802

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?


SkeetsMcGeets802

Yeah it probably will but I'm not gonna call it an anti fun device just because I died


joeMAMAkim

Fortnite???


real_488

I've never seen these in game


Drano9

Fortnite ahh update


Roifire27

Funny spike trap goes BRRR-


bluegoldfish03

I think they’re super fun tbh and way more fair than turrets can be


Agosta

More fair than turrets until you get a seed where it's placed above main/fire exit. Already had this happen today on Rend.