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New Ruin: Tesla Lab #3787
New Ruin: Tesla Lab #3787
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defusal is possible, I couldn't tell you how though. It's in the crate you buy them from on a page |
yeah apparently you can screwdriver them |
On top of that, they quite literally break your gun/s. You'll be unable to load it, fire it, or even remove/add attachments. |
also: the Static Syncroniser is not a good item probably to have on this because it allows someone to literally delete themselves temporarily. also it has it's own bugs and issues potentionally |
It's a cool item that's appearing in like two spots on one ruin. (That gives you brain damage for using it) |
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Feedback after testing on live:
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This hallway has too many anomalies. Keep the one in the center of the hall and cut the other two.
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I'd say either cut this static, move it further in the hall into the lab, or reduce it's effect range. It feels redundant to me already so close to the other anomaly in containment, and the range brain damage effect is enough to get through the firelocks, which you have to cut through to get to the anomaly, which means nearly guaranteed brain damage.
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Increase the spacing on the turrets. Players running through the ruin found them a bigger threat than the actual mobs. They're well dug in, which is fine. But the clustering on them makes them difficult to approach. These two right are really close and a particular offender.
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In the same vein, cut the sandbags here which were originally meant for more turret emplacements. The area is already being covered by the subshuttle turrets, which does the job.
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I think it would be good to have a button on the exterior of the subshuttle doors from a level flow aspect, so there's a natural way in and players dont have to cut through.
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The desynchronzers need a much shorter max duration. I notice you already set them a max of a minute at 600 max duration, but I feel that's still too long. Set the max duration to 15 seconds.
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I still think this ruin needs a culling on the amount of loot after seeing it run through on live, particularly the amount of guns. All the Frontiersmen don't need to drop their guns when there's already some strong weapons mapped in. One SKM, one shotgun and three mosins can be dropped from the frontiersmen and the rest should be set to neuter. The mauler and flamers dropped from the admiral and flametroopers can be left as is and don't need to be touched.
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Cut the claymores in the armory down to one if you're going to have the Hammer here.
justice for doctor pills |
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds a new ruin to the iceplanet ruin pool - Tesla Lab <details><summary>Screencaps</summary> <p> ![image](https://github.com/user-attachments/assets/190906ae-ff05-4b76-9b7c-9d58cfb7c98b) ![StrongDMM-2024-11-16 15 39 07](https://github.com/user-attachments/assets/36dffe44-0198-4439-bd71-320d5a951e69) ![StrongDMM-2024-11-16 15 39 08](https://github.com/user-attachments/assets/3d52d5e7-10a3-4c12-b1bb-65b76206f32f) </p> </details> ## Why It's Good For The Game This is an very hard ruin filled with nefarious tricks and a decent bit of loot. I want it to challenge people. ## Changelog :cl: add: CLIP has lost contact with a facility in the system. Go find it. Go see what happened. I dare you. /:cl: --------- Co-authored-by: Bjarl <[email protected]>
About The Pull Request
Adds a new ruin to the iceplanet ruin pool - Tesla Lab
Screencaps
Why It's Good For The Game
This is an very hard ruin filled with nefarious tricks and a decent bit of loot. I want it to challenge people.
Changelog
🆑
add: CLIP has lost contact with a facility in the system. Go find it. Go see what happened. I dare you.
/:cl: