New Spike Trap in Lethal Company!

Sdílet
Vložit
  • čas přidán 4. 04. 2024
  • An in-depth look at traps in v50 Lethal Company
    Twitch: / call_me_bread
    My Discord: / discord
    Subscribe! / @call_me_bread
    Thumbnails by Asydix: / asydix2
  • Zábava

Komentáře • 598

  • @call_me_bread
    @call_me_bread  Před 2 měsíci +230

    - The Player Detection Traps actually CAN kill enemies (that you can kill) if it somehow slmams down on them, but if it detects and enemy it will try not to slam down as mentioned in the video.
    - The spikes are just for show, you only die if it slams down on you. So the best strategy for timed intervals at to start running (basically through the trap) the moment it slams down.
    UPDATE (April 6): Traps now have a red light and make a sound when you’re underneath them!

  • @donjohnson4906
    @donjohnson4906 Před 2 měsíci +614

    Imagine having a player detecting spike trap waiting for you in a corridor with a broken steam vent

    • @ghastdude589
      @ghastdude589 Před 2 měsíci +115

      This is 100% possible

    • @lf2208
      @lf2208 Před 2 měsíci +72

      This would be typically the corridor I beam into whenever using the inverse teleporter.
      The other day I beamed into 0% visibility steam with 2 unseen turrets inmediately activating on me. With some luck my instinctive sprint avoided the turrets’ cones of fire, but sadly the same could not be said about the landmines scattered but not visible on the floor.

    • @Neraquox
      @Neraquox Před 2 měsíci +9

      already happened to me

    • @deviljin_x
      @deviljin_x Před 2 měsíci +5

      happened to my friend yesterday

    • @call_me_bread
      @call_me_bread  Před 2 měsíci +59

      had one camping fire exit :/

  • @thehoneygrabberz
    @thehoneygrabberz Před 2 měsíci +507

    For spike traps to be more fair and balanced i feel like it would be better to dedicate rarer rooms where they exist in that are specifically designed to not make them so unfair and annoying, otherwise i cant see them being healthy for the playability of lethal company

    • @mr.ddhemmalshehri5611
      @mr.ddhemmalshehri5611 Před 2 měsíci +93

      Yea having them in spike-specific rooms is actually pretty good idea. Probably make it a loot room too so it's not just treated as a minor inconvenience

    • @epiceaston197
      @epiceaston197 Před 2 měsíci +33

      I agree with this if the spike traps were exclusively in the loot rooms that would be okay with me

    • @MineTheBloxTM
      @MineTheBloxTM Před 2 měsíci +11

      lethal company is not supposed to be playable lmao

    • @thehoneygrabberz
      @thehoneygrabberz Před 2 měsíci +52

      @@MineTheBloxTM What drugs are you on and can you share

    • @halotis66
      @halotis66 Před 2 měsíci +48

      ​@@MineTheBloxTM if zeekers goes down that path, it'll be like GTFO where there's no end to the game getting more difficult and casual play will most likely die.

  • @chrispy5249
    @chrispy5249 Před 2 měsíci +550

    The player detection spike traps are unfathomably bullshit. You cannot spot them unless you're constantly looking at the ceiling, you cannot bait them out by getting close then running back, and it's intentionally programmed to not kill enemies. Since this is a beta, I hope zeekerss adds a warning sound before they slam and the abilty to bait them in the future.

    • @bageltime8983
      @bageltime8983 Před 2 měsíci +92

      You'd already be looking at the ceiling because of snare fleas, and you can just scan with the suit. I do think some enemies should die to the traps (thumpers, lootbugs, the masked) but not things like coilhead or jester.
      I do agree about the warning sound though, maybe like rusty metal creaking.

    • @meep8523
      @meep8523 Před 2 měsíci +9

      But you could just run by them, it only activates once youre already halfway across at the beam literally nobody should be dying to them unless theyre being slow, and then thats their own fault.

    • @Cheeseburgerlove
      @Cheeseburgerlove Před 2 měsíci +5

      They probably will change, i hope so anyways

    • @jetsflyingoffatrain4338
      @jetsflyingoffatrain4338 Před 2 měsíci

      Walking while waiting for sprint to recharge ​@@meep8523

    • @chrispy5249
      @chrispy5249 Před 2 měsíci +74

      @@meep8523 From what I saw on the gameplay the spike traps are faster than the player running, and that's without carrying anything heavy

  • @just-hx2oj
    @just-hx2oj Před 2 měsíci +243

    I'm glad everyone's agreeing that the spike trap in its current state is unhealthy for the game. Doubt it will make it out of beta

    • @vaisn
      @vaisn Před 2 měsíci +2

      praying it doesn’t make it out of the beta 🙏

    • @Thunderyena
      @Thunderyena Před měsícem +6

      i have terrible news

    • @just-hx2oj
      @just-hx2oj Před měsícem +2

      ​@@Thunderyena yeah it's so over

    • @vaisn
      @vaisn Před měsícem +1

      @@just-hx2oj 🤦🏾‍♂️🤦🏾‍♂️ we lost

    • @toasterai
      @toasterai Před 5 dny

      What’s wrong with it?

  • @hunterst6321
    @hunterst6321 Před 2 měsíci +77

    What would be cool is if the ship guy could activate the trap manually, making it so that you can lure entities under the trap and the ship guy can slam it down on them

  • @markusaurelius6725
    @markusaurelius6725 Před 2 měsíci +244

    What sense does this make from a lore perspective? Humans presumably once made and inhabited these factories, and while they were there, they installed deadly spike traps that specifically can detect and ignore all sorts of monsters and alien life forms, but slam down on humans?

    • @B0BSA
      @B0BSA Před 2 měsíci +59

      Yeah it’s kind of strange considering the new cutscene and the implementation of the old birds lorewise for him to add something like this

    • @TrueHey
      @TrueHey Před 2 měsíci +8

      likely just a balancing thing rather than canon so that all enemies dont die immediately

    • @cheeseballpete8944
      @cheeseballpete8944 Před 2 měsíci +69

      If you think about it this isn’t really any different from turrets and mines because they also avoid enemies, so this isn’t really adding much to the lore, but the fact that none of the traps kill enemies is an interesting thing lore wise (although it might not actually be canon)

    • @joeykeilholz925
      @joeykeilholz925 Před 2 měsíci +3

      And good luck explaining away mansion cbt machines

    • @locker.5331
      @locker.5331 Před 2 měsíci +15

      In the lore, the manual states that red means biological matter, landmines and turrets are both red meaning they could possibly be biological, so, it could also mean that all traps including the spike traps are biological and settled to their positions, or it could be that all the moons are previous war zones you are going too and all traps were set to wipe out humans in the facilities, im terrible at explaining but that’s what I think of it

  • @gnolex86
    @gnolex86 Před 2 měsíci +162

    These traps would be balanced if they also killed enemies. Otherwise this is a massive unfun factor and a strong "fuck you" to solo players especially.

    • @casey1676
      @casey1676 Před 2 měsíci +4

      but it does kill enemies

    • @paneri4322
      @paneri4322 Před 2 měsíci +2

      but it makes an attempt not to.. and really is still a massive "fuck you" at the end of the day

    • @casey1676
      @casey1676 Před 2 měsíci +9

      skill issue

    • @bobtheheritageunit1751
      @bobtheheritageunit1751 Před 16 dny

      I’m with Casey on this one, plus with the new v50 ofical release it makes it to where spike traps will not think twice about killing enemy’s, for instance I saw a bunker spider get fucking obliterated by one in one of my runs.

  • @molda8082
    @molda8082 Před 2 měsíci +341

    The player detecting spike traps will go hard with a mod that removes them 🔥

    • @samonicle2002
      @samonicle2002 Před 2 měsíci +5

      Exactly what I was thinking

    • @vaisn
      @vaisn Před 2 měsíci

      so true can’t wait to never die to this dumbass bullshit

  • @nogusek5836
    @nogusek5836 Před 2 měsíci +75

    Maybe it would be cool if the spike trap would slam down and then stay down for some time every time the ship operators uses its command, so you can lure an enemy under it and have the ship guy slam the trap on it.

  • @MeloniestNeon
    @MeloniestNeon Před 2 měsíci +215

    I'm... really not a fan of these things, as other people have said. I'm fine with their existence, more traps makes for a good challenge, and if designed well they add to the chaos of a chase sequence, but in their current state they aren't really feeding into the good design of the other traps and are just a "die instantly" card the game can randomly pull.
    Turrets work because they have a clear way to dodge them even in tight, important corridors; their rotation. Mines are easy enough to avoid due to their small size, and are more an awareness check than a skillcheck like turrets. Turrets also give the chance to dodge once you've been caught by one, and while mines don't, again mines are still avoidable by standing still and having a terminal guy disable them, or just by avoiding their miniscule hitbox. Spike traps do not have either of these things, they act like much larger mines with no way to avoid them once you've been caught by one, as it's just instant death no matter what.
    I'd much prefer if they were on the floor or walls, making them easier to see, as well as having some sort of tell, like turrets do, for example a creaking or scraping noise, half a second or so of shaking, and then the spikes extend out from the wall/floor, rather than the whole platform moving, giving an even larger window to dodge via moving towards the opposite wall as you run or jumping away from a floor trap. Even in their current state, a way to dodge them like crouching quickly and having them stop just above the player's head would be a good, easy to understand, and skill-based way to dodge them.

    • @lepistia
      @lepistia Před 2 měsíci +38

      love your crouch solution to the trap,clever way to balance around it.

    • @meep8523
      @meep8523 Před 2 měsíci +1

      Its not instant death tho just keep moving and you wont die .-.

    • @Wstinkp
      @Wstinkp Před 2 měsíci

      Take it to a publisher

    • @MeloniestNeon
      @MeloniestNeon Před 2 měsíci +24

      @@meep8523 I mean that once you're "caught" in the trap, there's no avoiding it. Mines don't instantly kill you the second you step on them (anymore, that was a wild bug lol), you have the chance to be saved by the console turning them off, same with turrets, but turrets also give you a chance to dodge, even being hit by one isn't a guaranteed death due to it being a two-shot, and you can take cover even while they're firing. Once the spike trap goes off, if you're not already in a position to dodge it (that being weighed down by literally any scrap) you just die.

    • @meep8523
      @meep8523 Před 2 měsíci

      @@MeloniestNeon thats the same with most enemies why is the spike trap the deal breaker for you? the mines can be turned off yes but thats only if someone is in the ship otherwise youre as good as instakilled anyway especially if you're solo or if everyone else is dead. and many monsters instakill you as well. Your whole thing is "once it goes off theres no saving you" when thats not even true if you just pay attention and dont go past the beam it wont go off at all (player detective exclusive) and for the timed ones its the same thing just pay attention.

  • @Dirixio
    @Dirixio Před 2 měsíci +84

    .77 second interval is absurd

  • @pikster2155
    @pikster2155 Před 2 měsíci +28

    My issue with this isn't the fact that they're almost impossible to counter. I think that could be fixed with some changes. Rather the fact that these are litteraly just Snare Fleas with 10x more potency, they instantly spawn and they'll cause you to look at the celling forever just removing the point of snare fleas all together.

    • @gaskinforeman303
      @gaskinforeman303 Před 2 měsíci +10

      Right? Like snare fleas do this exact same job but more enjoyably.

    • @LorddOfTheCastle
      @LorddOfTheCastle Před 2 měsíci +6

      Yeah. Imagine if someone made a mod that doubled the amount of landmines, made them 20x larger, made them not despawn after exploding, and made 80% of them explode at set intervals. People would think it was just one of those funny "make the game totally bullshit" mods that you download just to get a funny clip and then delete. But that is quite literally what these spike traps are.

  • @DudePat
    @DudePat Před 2 měsíci +35

    Traps should definitely be able to kill monsters. I think the player detecting ones should also stand out a little more as well. Maybe make them scannable at the very least.

  • @Madvillain47
    @Madvillain47 Před 2 měsíci +159

    Looks more annoying than fun to deal with honestly, would at least be enjoyable if you could use it to kill monsters if timed right.

    • @2LazyTwoName
      @2LazyTwoName Před 2 měsíci +3

      you can kill enemies with it

    • @mr.ddhemmalshehri5611
      @mr.ddhemmalshehri5611 Před 2 měsíci +19

      @@2LazyTwoName won't matter when a bracken is chasing you. Even worse, a coil head since you gotta memorize where that stuff spawned

    • @2LazyTwoName
      @2LazyTwoName Před 2 měsíci +1

      true

    • @LorddOfTheCastle
      @LorddOfTheCastle Před 2 měsíci +5

      @@mr.ddhemmalshehri5611 Yeah these things basically ruin every strategy for dealing with indoor entities. An angered Bracken, a running ghost girl, a Thumper, popped Jester, an aggro'd snare flea or loot bug, the way you avoid these is sprinting around corners blindly. And as you mentioned, the way you avoid Coilheads is by walking backwards. These traps make avoiding every single indoor enemy unworkable. They need to be outright deleted.

    • @c0_nes
      @c0_nes Před měsícem

      I think it would be better if it had unique interactions with enemies, eg. trapping a coilhead under one tangles the mechanism causing it to stop slamming and therefore keeping the coilhead in place.

  • @S41tyPr3tz31
    @S41tyPr3tz31 Před 2 měsíci +47

    It's a public beta, so hopefully these spike traps are either overhauled or just flatout removed
    If worse comes to worse, people will just run mods that disable these things, or at least let them kill other enemies

  • @Superdavo0001
    @Superdavo0001 Před 2 měsíci +93

    I'm still undecided about these, I think the periodic traps are ok as you can reasonably prepare for them by hearing the sound in the distance. They become another scary obstacle to time around, a bit like the parkour jump.
    Where it loses me is the player detection traps though, as having a difficult-to-see instakill trap you cannot react to once it's revealed just leads to frustrating and unfair deaths.
    Hopefully this gets nerfed before the end of beta, it might be cool if it gives you *just* long enough to get away after making a noise & kills enemies on the way down, but yeah as-is it needs some more work.
    Still, we can't forget that this is beta - some of the ideas will look less polished than Zeekers' usual output simply because it's literally not been through polish yet!

    • @ivanyy
      @ivanyy Před 2 měsíci +2

      Positivity let's gooo

    • @antehman2912
      @antehman2912 Před 2 měsíci +1

      I think it just incentivizes people to actually use flashlights and be careful

    • @Engreth564
      @Engreth564 Před 2 měsíci +11

      @@antehman2912 No here's what it incentivizes- Drop the game and find a game that isn't going down the update plan of 'Harder not funner'. Though to be fair I might come back after a week or so to see if modders have put in a way to remove traps, nerf baboon hawks to their original spawn rates, remove the butler and whatnot. Basically, wait for modders to fix the bullshit.

    • @dinoaurus1
      @dinoaurus1 Před 2 měsíci +1

      ​@@antehman2912you can see the roof just fine without flashlights

    • @deviljin_x
      @deviljin_x Před 2 měsíci +2

      why don’t u guys try to learn how to play against it instead of dying to it once and calling for nerfs. this game is supposed to be challenging and is based on pure rng and isn’t always fair.

  • @nemesis041
    @nemesis041 Před 2 měsíci +9

    "That is not a panel. That's a crusher. We sell them too."
    -Cave Johnson

  • @micahhonig1575
    @micahhonig1575 Před 2 měsíci +22

    It sure is fun gameplay when you walk into fire and instantly die to one of these things

    • @-.CosmicCode.-
      @-.CosmicCode.- Před 2 měsíci

      That can also happen with land mines (and fleas but you can just leave)

    • @agar322
      @agar322 Před 2 měsíci +5

      @@-.CosmicCode.- snare fleas can be dealt by yourself or your teammate with a shovel, or you can leave if close to an exit. You can also bait and kill them. There also can't be 11 snare fleas on a map.
      Land mines have a way shorter hitbox, make a periodic sound to alert to their presence, and if you step in one, they can be disabled on the terminal so you don't die. They also can be detonated remotely by throwing an used stun grenade on them. They are also on the ground, where it's much easier to see them. And they only work once, so a landmine right on the doorway may kill a player (and take out nearby players), but then the path is clear.
      The timed trap is less bad because it at least makes a periodic sound. The player-detection trap is just unfair. An instant-death snare flea that's always there.

    • @-.CosmicCode.-
      @-.CosmicCode.- Před 2 měsíci

      @@agar322 I know, I was just bringing it up.

  • @My_dad_owns_Club_Penguin
    @My_dad_owns_Club_Penguin Před 2 měsíci +198

    Im gonna be honest I really dont like the traps

    • @diamantnt
      @diamantnt Před 2 měsíci +9

      ur opinion is the same as mine

    • @antehman2912
      @antehman2912 Před 2 měsíci +5

      me when I die to the trap once:

    • @Spadyy
      @Spadyy Před 2 měsíci +7

      Yeah imagine you are looking a Coil Head and you see a bigass trap in the ceiling and kills you

    • @antehman2912
      @antehman2912 Před 2 měsíci

      @@Spadyy imagine that coilheads could be dangerous when combined with other enemies/hazards? No way…

    • @Jcomprendrien
      @Jcomprendrien Před 2 měsíci +1

      Imagine if the trap is in a staircase and you cannot go upstair they need to fix it to be honest

  • @Kununn
    @Kununn Před 2 měsíci +10

    Played yesterday with friends and we hated these so much, we all agreed as soon as there’s a mod that disables them, we’re using it right away. It’s the most uninteractive and frustrating thing to deal with/die to

  • @Cometags
    @Cometags Před 2 měsíci +22

    They can spawn on library tiles on the staircase too, actually wild how these are generated lmao

  • @GlacyLav
    @GlacyLav Před 2 měsíci +14

    lowkey just seems like an annoyance more than anything, would have some cool nuance if it could kill mosters tho

  • @allenxdthesixth777
    @allenxdthesixth777 Před 2 měsíci +32

    I wonder if Zeekers actually implemented the ideas from the reply tweets, that would be Neat!!

  • @NotAGerman
    @NotAGerman Před 2 měsíci +3

    Me:
    Dodges spoilers about the new traps, so when I'm finally home I can get the full new experience with friends.
    The thumbnail:

    • @feathero3
      @feathero3 Před měsícem

      Yeah, CZcams spoils so much crap, even if you don't watch the videos.
      Really wish creators would put more thought and consideration into their thumbnails! Especially when revealing newer content. =/

  • @Wayrail
    @Wayrail Před 2 měsíci +136

    compared to most of what zeekers has made, I'm honestly not a fan of these. I think snare fleas are way better because you at least could be prepared for them. now you have to worry about two different sources of obstacles from above indoors which spends more flashlight energy, and you're more likely to be caught off while being chased by an enemy. with the 28% chance that a fast or player triggered spawn happens in an important path you lose opportunities for more scrap outright. they're also pretty violent as well :(

    • @Jxv88
      @Jxv88 Před 2 měsíci +7

      Skill issue

    • @ProcuredHat
      @ProcuredHat Před 2 měsíci +25

      Yeah, can't wait to have to run from a turret that spawned in main into a impossible to see spoke trap

    • @eshoosca
      @eshoosca Před 2 měsíci +6

      He definitely wants us using flashlights

    • @epiceaston197
      @epiceaston197 Před 2 měsíci +16

      Also they are way less funny to die to than snare fleas, turrets and landmines those are really funny the spike traps are just kinda unfair and annoying

    • @eggmin8967
      @eggmin8967 Před 2 měsíci +1

      @@eshoosca doesn't feel like it when shovel weigh more causing flashlights to be less worth and these changes don't make so u have so low money that ur forced to buy regular flashlights it just makes so u just can't make quota like it can just block entire areas

  • @wolfcl0ck
    @wolfcl0ck Před 2 měsíci +14

    Holmes vs Moriarty.
    Aristotle vs MASHY SPIKE PLATE

  • @curlybrace4984
    @curlybrace4984 Před 2 měsíci +3

    I think it should detect certain enemies like the coilhead and jester, but when it slams down, the trap breaks into pieces. Doesn't kill the unkillable monsters, but it gets the trap out of the way. Cool idea?

  • @sirgarde2293
    @sirgarde2293 Před 2 měsíci +48

    Honestly this, alongside a lot of the stuff in v50 seems very unfun to play against.
    The whole update feels like it's trying to make the game more "brutal" and "unfair" to cash in on the horror vibe but that only really matters for the first 10 or so hours. After that the novelty wears off quick and it just becomes annoying and uninteresting to have to slowly walk around looking up every couple minutes.

    • @My_dad_owns_Club_Penguin
      @My_dad_owns_Club_Penguin Před 2 měsíci +17

      Agreed, dying to traps feels really unearned and hard to react to.

    • @cominghome9355
      @cominghome9355 Před 2 měsíci +7

      Yeh, the new update makes the game really hard now, not sure what the heck zeekers think
      He is good with all tech stuff, but sucks at balancing the game

    • @ghastdude589
      @ghastdude589 Před 2 měsíci +4

      Keep in mind that this is a beta that you need to do a specific process to play. This is not representative of what the final release of the update will look like

    • @call_me_bread
      @call_me_bread  Před 2 měsíci +15

      @@cominghome9355 remember it’s in beta form which is where all the balancing happens.

    • @thehoneygrabberz
      @thehoneygrabberz Před 2 měsíci +13

      ​@@ghastdude589 yeah, and the reason a beta is published is to have criticism and to understand what to tweak, remove or change

  • @iamverynubby8866
    @iamverynubby8866 Před 2 měsíci +10

    kinda weird that you cant scan the trap like turrets and landmines

  • @ritter3723
    @ritter3723 Před 2 měsíci +3

    This seems like a snare flea with extra steps. If they are kept in the future (I pray they aren’t), give them a warning sound, put them on walls instead of the roof, and allow them to be toggled on/off via ship terminal. The rest of the update is great, both butlers and old birds have counter play, however these suck.

  • @burgrrcat
    @burgrrcat Před 2 měsíci +9

    i like the idea but it needs a fair amount of polish and needs to spawn way less frequently

  • @qindar
    @qindar Před 2 měsíci +4

    the movement based traps make the game so much slower making you have to continuously check the ceiling.
    i saw a few people compare this to a snare flea but theyre just not as deadly as these traps. with a snare flea a teammate can hit it off of you but with these traps youre instantly dead.
    the time activation traps dont seem as much of a problem tho since you can just time it correctly.
    hopefully these can be reworked before the v50 release

  • @ApexGale
    @ApexGale Před 2 měsíci +19

    forcing the player to slow down in the literal most dangerous part of facility is not good design. like, imagine having to try and look up while a coilhead is following you. or while getting charged by a thumper. mines and turrets are enough.

  • @kking1173
    @kking1173 Před 2 měsíci +2

    The detection trap one ups the Snare Flea in almost everyway, should be considered for removal. Also with the third trap added I wonder if traps should spawn using a power and weight system similar to enemies.

  • @SqueakyBlum
    @SqueakyBlum Před 2 měsíci +2

    Zeekerss was asking for trap ideas the other day on X because he wanted to add something that changes how interiors are navigated with a new trap. I mentioned the spike traps from the Spelunky games, so I might be to blame for this one. Or it could be a coincidence.

    • @nemesis041
      @nemesis041 Před 2 měsíci +2

      Were they anything like this though?

    • @SqueakyBlum
      @SqueakyBlum Před 2 měsíci

      @@nemesis041 Those ones are sideways and always player-activated. And much smaller. ...

  • @doodleEeto
    @doodleEeto Před 2 měsíci +4

    If you can disable these at the breaker box - sure. But as a danger element in itself this is not gas.

  • @chboo1897
    @chboo1897 Před 2 měsíci +4

    Thanks for the video Bread! Wonder who that chboo guy is though...

  • @marquiseh5128
    @marquiseh5128 Před 2 měsíci +2

    cant wait for the fair traps mod.

  • @crisperstorm
    @crisperstorm Před 2 měsíci +1

    Feel like player activated ones should have an additional giveaway, maybe a little blinking light that acts as its motion detector on the bar

  • @deleted2k
    @deleted2k Před 2 měsíci +5

    It is a rare occurrence i find a vid this early

    • @exquisicy5429
      @exquisicy5429 Před 2 měsíci

      They're really common on the new moon

    • @cabbageman2054
      @cabbageman2054 Před 2 měsíci

      Not talking about the traps​@@exquisicy5429

  • @mittensthecat541
    @mittensthecat541 Před 2 měsíci

    Holy shit that’s me in the clip!! I played with bread yesterday and we found it together

  • @yummy-wq6qe
    @yummy-wq6qe Před 2 měsíci

    Thank you! 🙏

  • @flashtirade
    @flashtirade Před 2 měsíci

    That sideways trap lookin like one of those Skyrim swinging spike traps

  • @XiaoIOGW
    @XiaoIOGW Před 2 měsíci +606

    this doesnt seem fun to me

    • @TomAnomalo
      @TomAnomalo Před 2 měsíci

      Pretty shitty

    • @Jxv88
      @Jxv88 Před 2 měsíci +73

      Skill issue

    • @Ivle711
      @Ivle711 Před 2 měsíci +13

      Honestly, i just laugh, i have 0 skill and i am just a burden to my friends 😂

    • @eggmin8967
      @eggmin8967 Před 2 měsíci +92

      @@Ivle711 it's fun in the first half but can quickly get annoying

    • @noahthecrazy1632
      @noahthecrazy1632 Před 2 měsíci +11

      It’s still in beta

  • @Aldo-ih7oi
    @Aldo-ih7oi Před 2 měsíci

    I would like to know more details about them, like do you die if you jump and bonk your head on them? Can you scan them like turrets and mines? Are they still active if you turn power off or pull app?

  • @valeriucb6497
    @valeriucb6497 Před 2 měsíci +1

    That's odd...someone from the discord also posted a video on a nutcracker getting killed by one of these , though they were also under the trap with godmode , I wonder if it's possible to trigger player-detection traps and have them oneshot enemies such as nuts or brackens.

  • @jojorobmum
    @jojorobmum Před 2 měsíci

    When the trap is disabled from the terminal, does it make a noise or something so you know it's turned off? Similar to how the turrets make a powering down noise.

  • @CGAngel69
    @CGAngel69 Před 2 měsíci

    This man is a legend.

  • @bOraNge_The_Smiley_Orange
    @bOraNge_The_Smiley_Orange Před měsícem

    I was wondering about the traps yesterday. We had gone through the entire building, and there was nothing there, so we went to one side and saw a jump area, with the “short” spikes going down as fast as possible. We couldn’t cross, but one of us tried, and failed

  • @JustHereForTheDialogue
    @JustHereForTheDialogue Před 2 měsíci

    4:49 I’ve seen some other weird diagonal type spawns that seem like they could actually be intended. When they activate they commonly close off doorways which I thought was cool. It was less cool however when I went down a flight of stairs one time and realized on the way back that there was no longer a way to pass the trap. Kinda a lame tile spawn if you ask me because if I hadn’t had an exit on the other side I coulda been completely trapped and had to end my run.

  • @juicyjuustar121
    @juicyjuustar121 Před 2 měsíci +7

    i wonder how youre meant to survive the player detection ones without a terminal guy. the interval ones are quite fun to deal with but player detection just sounds unfair to me

    • @call_me_bread
      @call_me_bread  Před 2 měsíci +8

      You can run past them like shown in the video (it kinda looks like the player gets hit but that’s just because I’m client and there’s lag)

    • @mr.ddhemmalshehri5611
      @mr.ddhemmalshehri5611 Před 2 měsíci +1

      @@call_me_bread what about when ur carrying stuff? What's the max limit before a death penalty?

    • @call_me_bread
      @call_me_bread  Před 2 měsíci +1

      @@mr.ddhemmalshehri5611 for player detection I wouldn’t risk it if you’re over like 20lb. I think I couldn’t make it across with 30+. If you can I would say always play it safe.

  • @p3pito771
    @p3pito771 Před 2 měsíci +14

    It sure was fun playing last night and getting jumpscared by one of these things lol

  • @pigmovec
    @pigmovec Před 2 měsíci +5

    Why dont you just eat the traps?

  • @Jacobdalolman
    @Jacobdalolman Před 2 měsíci +1

    I think these are cool but I would honestly change the design so it's something pushing the trap from the ceiling rather than have it just be attached to a bar that slides it downwards, kinda makes it awkward in some generations. The bar's likely there so the player can see it but I'd just use it as a sensor.
    I think with this being a player detection trap, it should prime before activating. Mines and turrets do that already.

  • @Para0234
    @Para0234 Před 2 měsíci

    So the player detection trapdoor is basically an instant kill with no possible counterplay if you aren't constantly looking up?

  • @devini15yt
    @devini15yt Před měsícem

    do they make a sound when they are disabled to alert players in the facility that they are safe to traverse?

  • @Swaggiess
    @Swaggiess Před 2 měsíci +1

    player detection spike traps use a tripwire-like detection system. this tripwire is low enough where you can sprint jump over it and not trigger the trap, making them fairly easy to counter if you know where they are.

    • @arkdraellhelldrake4079
      @arkdraellhelldrake4079 Před měsícem

      Exactly, IF you KNOW where they are, which you aren't supposed to until it goes down.

    • @elliotjohns255
      @elliotjohns255 Před měsícem

      @@arkdraellhelldrake4079bruh use your mf eyes and you will

    • @arkdraellhelldrake4079
      @arkdraellhelldrake4079 Před měsícem

      @@elliotjohns255 Cool! Now do it while running from a monster carring loot

  • @nephel6158
    @nephel6158 Před 2 měsíci

    Does 'no equipment works' include used Stun Grenades? Those set off mines, so maybe it sets off the spike trap too?

  • @angelofdeath7207
    @angelofdeath7207 Před 2 měsíci

    What would happen if in the exact moment the trap triggers an entity runs into the killzone. Like if a thumper is chasing you and it runs into the trap the split second after it was triggered

  • @ardynizunia9709
    @ardynizunia9709 Před 2 měsíci +2

    Can't wait to die without counterplay when entering the facility :^)
    This will surely not be toxic and kill high quota runs unfairly.
    Seriously, turrets could be bad, but you always had time to get out since it has a windup.
    This is just like a bracken camping an entrance and insta killing someone that enters. Just, this trap is much more likely to do this than bracken.
    Hopefully it's coded to not spawn in the same tile as an exit.

  • @enzorabotin6340
    @enzorabotin6340 Před 2 měsíci

    does apparatus affect in any way the traps ?

  • @something1285
    @something1285 Před 2 měsíci

    So a long interval trap could easely be mistaken for a player detection trap if the players dont pay antention to the slaming sounds, or if a short interval trap is nearby

  • @kindertak5396
    @kindertak5396 Před 2 měsíci +2

    I really dont like the spike traps, not only are they basically instakill snarefleas (thats not the problem), but they are quite loud and annoying, but the real issue is that they dont fit, ever since the game came out every danger we encounter actually fits in the game and it makes sense for it to be there, but why would a factory or a mansion have these clearly obvious traps in the middle of their hallways?

  • @hectic1614
    @hectic1614 Před 2 měsíci

    should've mentioned what is maximum weight you can have while running through player detection traps

  • @FunctionallyLiteratePerson
    @FunctionallyLiteratePerson Před 2 měsíci

    I love the traps, but some of the generation/placement needs some work. I've heard of some being generated at entrance, though have not experienced that yet. I am unsure how I feel about the player detection trap

  • @jeanladoire4141
    @jeanladoire4141 Před 2 měsíci +1

    What if these traps could kill the jester or coilheads if you bait them below ? That would finally be a counter to these enemies that can't be killed

  • @Booger-zy3kr
    @Booger-zy3kr Před 2 měsíci

    I didn't know what this was until I was 1 inch away from one and it scared the hell out of me

  • @bugdestroyer1258
    @bugdestroyer1258 Před 2 měsíci

    I found one iin the center of the room diagonally facing a set of teeth, so maybe they can be spawned as "traps?"

  • @idonottouchgrass1270
    @idonottouchgrass1270 Před 2 měsíci

    Does pulling apparatus do anything to them?

  • @Emerald-Aholic
    @Emerald-Aholic Před 2 měsíci

    I didnt expect Zeekers to release fantastic monsters just to add a insta kill trap that cant be avoided 🎉🎉

  • @mandarbloodeagle
    @mandarbloodeagle Před 2 měsíci +2

    Bread, short question: Do the traps slam down when there is a monster corpse under it?

    • @ghastdude589
      @ghastdude589 Před 2 měsíci +2

      Interesting question actually. If the monster is dead does it still prevent the trap from working?

    • @mandarbloodeagle
      @mandarbloodeagle Před 2 měsíci +2

      @@ghastdude589If the trap doesn't work, it's a valid strategy to fight monsters under them

    • @twotruckslyrics
      @twotruckslyrics Před 2 měsíci

      @@mandarbloodeagletraps dont kill monsters 😞

    • @Pr0tal
      @Pr0tal Před 2 měsíci +1

      @@twotruckslyrics the question is that if the monster is already dead after it is killed by a player, will the trap still activate it if the monster's dead body is under the trap

    • @twotruckslyrics
      @twotruckslyrics Před 2 měsíci +1

      @@Pr0tal OH! thank you i completely read that wrong 😅

  • @jeanladoire4141
    @jeanladoire4141 Před 2 měsíci +1

    Why not for these traps, but in very specific and rare cases. For exemple in a corridor to access a loot room. But not in a random spot of the facility where it's just punishing for no reason

  • @yaemma8803
    @yaemma8803 Před 2 měsíci

    I found a trap that was sideways on the big pipe in that one facility tile once lol. Pretty funny

  • @thelastfruitcake
    @thelastfruitcake Před 2 měsíci

    I've only seen the spike traps a few times, but so far I haven't had any issues with them. I don't think they are really that dangerous. the interval ones are very loud and the player detection have the bar on the wall that's easy to see. and while they'll be more dangerous in other situations, the fact that they dont activate while an enemy is under them does help with that. as for steam leaks, apparently steam doesnt affect visibility as harshly as before. and again, the bar on the wall is easier to see than a landmine, especially since players tend to hug the wall anyways

  • @PHEONlX9
    @PHEONlX9 Před 2 měsíci

    I think they should only spawn in the corridor/maze/labyrinth (whatever you want to call it) portion of the facility

  • @dumpsterjedi9323
    @dumpsterjedi9323 Před 2 měsíci

    Maybe if it added to the monster meter or whatever, and still killed enemies, and have you a heads up before walking into it, but otherwise I'll take v49 thanks

  • @geometryjosh21
    @geometryjosh21 Před 2 měsíci +1

    Yayyy unavoidable traps now make unclearable moons

  • @steellikesand3841
    @steellikesand3841 Před 2 měsíci

    i like it, very cool

  • @TheChosenOne2023
    @TheChosenOne2023 Před 2 měsíci

    Is the update live or still in beta?

  • @justanicemelon9963
    @justanicemelon9963 Před 2 měsíci +8

    "butler walk in to it!" "C'mon-" *gets shanked* But seriously, wouldn't it be sick to have sideways spawning spiketraps as well?? Like, to spawn normally? that would be cool!

  • @acarwar6024
    @acarwar6024 Před 2 měsíci

    Saw a timed trap kill a thumper first time I played the beta.

  • @Woogoo336
    @Woogoo336 Před 2 měsíci +1

    Can you review some of the beta additions? I don't feel like these should be in the game, it's falling under cheap jump scare and there's already enough things in the game that could instakill you suddenly.

  • @graemewiebe2815
    @graemewiebe2815 Před 2 měsíci

    What about the apparatus? Does pulling it disable them?

    • @Gunnergamingyt2
      @Gunnergamingyt2 Před 2 měsíci

      Thought it would so I tried it. It doesn’t.

  • @totallyoriginal9741
    @totallyoriginal9741 Před 2 měsíci +2

    Who even built these to be in the factory? Like the security head was cracking jokes when he thought mines, turrets and spikes that only kill people and not monsters was a good idea.

  • @equinfox.-.9819
    @equinfox.-.9819 Před 2 měsíci

    Maybe im just bugging but im pretty sure ive killed a thumper by running under a player-activated one and the thumper followed

  • @SilentScyther0
    @SilentScyther0 Před 2 měsíci +2

    I can't wait to have to wait 26.15 seconds to be able to tell if a spike trap is a detection trap or not before being able to walk under it. Doesn't seem healthy for the game, especially solo play.

  • @gruccigang0587
    @gruccigang0587 Před 2 měsíci +3

    April 1st was 4 days ago😢

  • @VentureCAM
    @VentureCAM Před 2 měsíci

    Just found one at a 45 degree angle and thought it looked out of place lol

  • @liamwilliams9770
    @liamwilliams9770 Před 2 měsíci +164

    wow im third? i do not talk to women :(

  • @ShlerpCat
    @ShlerpCat Před 2 měsíci

    Ideas to fix this, 1: make them all player movement or make the timed ones on a short time (around 5 seconds), 2: make it so it can kill some enemies, 3: make it so you can bait out the motion detected traps, 4: make it so there is a warning before the trap gets you giving you time to sprint out make it fast enough so if you walk it gets you but if you sprint without much stuff on you you can survive 6: remove snare fleas from the game, we don’t need 2 attacks from the top (plus snare fleas will be really easy to avoid sense people will always be looking up) 7: make an item that permanently disables 1 trap of your choice (takes up 1 slot and probably costs 50)
    Any more ideas please put in the replies

  • @Susknight3367
    @Susknight3367 Před 2 měsíci +1

    A difficulty selection would be really good for those who only want to play casually with giving a shit and keep all the nerfed things that came from v50 in a harder mode so people get the best of both worlds and have options
    "Hear that? We have options!" -Yes man from fnv

  • @RemasterCoDWaW
    @RemasterCoDWaW Před 2 měsíci +1

    I don’t think the one that triggers when a player steps under it should be in the game

  • @ernyall
    @ernyall Před 2 měsíci

    Imagine doing solo high quota runs with this🔥🔥🔥

  • @slaiminus
    @slaiminus Před 2 měsíci

    Maybe give spike traps rare dripping blood effect to detect them (at least for player-detect)

  • @FalloutUrMum
    @FalloutUrMum Před měsícem

    I've actually killed brackens with these traps, so they can kill entities

  • @vrplayer1246
    @vrplayer1246 Před 2 měsíci +1

    Holmes vs. Moriarty, Aristotle vs. MASHY SPIKE PLATE! - Wheatley 2011.

  • @feathero3
    @feathero3 Před měsícem

    I wish you could at least scan for these things, like with any other trap. Some are easy enough to see, while others get REALLY hidden within the geometry of the map and are impossible to detect until its too late...

  • @stinkybean1
    @stinkybean1 Před 2 měsíci +2

    the snare flea already acts as a spike trap. i don't see the point in adding this and i hope it gets reworked. i honestly don't really care though, it just doesn't make much sense.

  • @zDonik
    @zDonik Před 2 měsíci

    You don't have to wait for the trap to fully go back up and run straight through it without dying.