Door traps feedback

Having played around with the newly added feature that was primarily designed in order to slow down overly reckless players and promote tactical gear use(E.g. optiwand) as well as incentivize partial opening of doors to check for traps before going in, I can conclude that they are at best, ineffective.

Walking into the occasional flash trap is nigh completely harmless and I often find myself making the conscious decision to outright ignore it because of that. This not only fails at slowing down the player and even at times makes him speed up after triggering it.

My suggestion is to have the flash be instant pop rather than the regular fuse time it currently has. It wouldn’t make it lethal but it would hopefully bring about heftier consequences for walking into it knowingly or not.

The frag grenade trap is on the other hand almost good but not quite there and the reasons for it are simple.

It’s not lethal enough nor sufficiently fast to meaningfully harm the player IF it works. The very first trap I’ve walked into after the update got stuck behind a door and failed to harm me at all as I cluelessly stood about, contemplating what happened.

Perhaps adjust the grenade logic slightly to ignore the doors in the way to prevent that from happening.

There’s also the super lengthy fuse time, I assume it to be 5 seconds. In my opinion, that’s way too generous of a window for the player react.

Maybe just switch out the regular frag grenades for short-fuse ones on latter stages of the campaign. Personally I’d be fine with even harsher consequences(Triggering an impact nade would be funny, let me have it)

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Status

In Review

Board

Feedback

Date

13 days ago

Author

elire01

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