Hahaha but what if your tactics ARE cheesey exploits? :tongue: :angel2:Better AI does not stop tactics. It only invalidates cheesy exploits. =P
I was actually going to respond to this with a cheesy Gif...Then they are not cheesy ENOUGH!
What if every single one of the black squares were plain and simple one hit pieces of glass windows? Does that count as an exploit, a cheesy exploit or a glassy exploit?Better AI does not stop tactics. It only invalidates cheesy exploits. =P
I like the water idea, I didn't know they were slowed by water.I was inspired by that design and did fair bit of testing. If you can get zombies funneled into the tunnel, they are dead. What I did was:1) tunnel was 38 blocks long and 2 wide(25 feral soldiers couldn't fit in and started flailing at the entrance)
2) floor had one layer of steel spikes and on top of that layer of water to slow them down
That was more than enough to handle normal ferals and normal polices. If you want some action, you can create "custom arrow slit" by placing backwards wedge tip and upside down ramp on the wall. This does protect from polices spit until they are very close.
If that wasn't enough, 3) turrets make this complete overkill.
Perhaps one more door with a 1 - 2 block gap between. And a turret covering that gap from above.From what I've read about the new AI in a17 zombies are taking the way of least resistance etc., which makes me wonder how path lenght, turrets etc. are taking into account and if a kind of tower defence base layout will be possible.
Will something like this "work"?
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Preassure plates with 2 lines of electric fences above it .What is this circled in red?
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