Roland
Moderator
because I continually get emails with every reply
Never have I felt a stronger compulsion to respond to any thread....
because I continually get emails with every reply
never before did i have a base where a motion sensor camera on a timer periodically opens and closes corridors to split a zombie wave down separate paths. it took a while and many ruined bases to get here.
Post a picture.
It works but I had something like 7-9 electric fences in a row and I could easily repair them in my base. The only thing I had trouble were the wrights when I got up to higher days (90+).I did a test of electric fences early in A19. 1 fence (1 active, 2 inactive on each side), 3 demolishers. They look a bit angry, after beeing shocked for hours. All the damage dealt to them was with the electric fence. No damage done to the blocks. Perfect stunlock in the test. Not fully perfect on horde nights, but still quite good. Not sure if this still works though.
That sounds pretty cool and definitely something you could put into a picture.
I don't outright hate demolishers but I definitely do not think that they are properly implemented. It just screams to me that TFP tried to implement RPG elements into the character types and mashed together two character types into one. The fast twitch sprinter who deals large scale damage quickly but can be quickly dispatched, with the slow lumbering tank that deals damage over time. It is not whining to say that this is a balancing error that is blatantly obvious. It's not even a subjective opinion. Everybody who's played RPGs knows this. Base design can fix this, but it also does limit the usable base designs. It isn't the first game mechanic that broke certain base designs, i.e. digging zombies that dig with their knees, but it does do this. I'm sure TFP are listening and are going to decide if they think it's something that needs to be fixed/adjusted. In all likelihood the demolisher is not going to change. This is why mods are king.
It just screams to me that TFP tried to implement RPG elements into the character types and mashed together two character types into one. The fast twitch sprinter who deals large scale damage quickly but can be quickly dispatched, with the slow lumbering tank that deals damage over time. It is not whining to say that this is a balancing error that is blatantly obvious. It's not even a subjective opinion.
dont you ever dare think about adding resident evil style zombiesAs you say, everyone knows about traditional conventions when it comes to enemies but this isn't to say that a high damaging enemy must move slow and that a low damaging enemy must move quickly. Demolishers don't follow the expected conventions but that doesn't mean they are improperly implemented. It just means that TFP didn't want to follow the same tropes. Kind of like their definition of zombie doesn't follow conventional doctrine.
If Demolishers were slow and lumbering then, I agree, most any base design would work so many more base designs would be possible but...that's because your one strategy would be to snipe them before they ever reached you. It would be THE strategy and a much easier threat than they are.
There is live bait in the game, up to 8 of them in multiplayerWould be cool if there was some kind of lure for demolishers.
When you see the demolisher, you throw the lure, and that buys you some time to kill it, or maybe even strategically use it to kill other zombies.
There is live bait in the game, up to 8 of them in multiplayer![]()
Actually, there are up to 7 live bait. The OTHER players.
(at least they are bait for ME. Their opinion may differ)
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I see you are not ready for really drastic measures. It almost seems like it were just a game to you???![]()