PC Advice for Higher Level Blood Moons - Base/Defense? Alpha 19 (b180)

So if one way will require doing 15,000 block damage and another will only need 1000 the zombies will pick the lower number every time they can.
This makes sense but what if for instance your base straddles one or two chunks? Like if it were 18 blocks long it could be in 3 chunks?

Then zombies spawning a chunk or two on the D-side of the fort might not path to the weaker A-side?

Or is their radius of pathing long enough to care?

 
This makes sense but what if for instance your base straddles one or two chunks? Like if it were 18 blocks long it could be in 3 chunks?

Then zombies spawning a chunk or two on the D-side of the fort might not path to the weaker A-side?

Or is their radius of pathing long enough to care?
Guess their calculation is far enough and is not chunk based I would assume something like 30 blocks radius from the target (you). Or probably even more as there were some designs with way looong bridges 20+ blocks and zeds still were running all the way to the ramp up and through the bridge. For my humbliness the best designs yet are some pretty snail shell like designs where you male em run though loooong corridor filled with traps with a single door in the end, one of the reasons I usually keep the doors open is with a sledge in the doorway, they just go for the door and I let blades/spikes and rest do some fine dmg to them and just one hit them if they survive. Negative is demos again... They are a matter of dices in the base defence... So I always put blades high enough so they do not trigger demos, but chop heads instead and electric fences slow them down right under the blades.

 
Guess their calculation is far enough and is not chunk based I would assume something like 30 blocks radius from the target (you). Or probably even more as there were some designs with way looong bridges 20+ blocks and zeds still were running all the way to the ramp up and through the bridge. For my humbliness the best designs yet are some pretty snail shell like designs where you male em run though loooong corridor filled with traps with a single door in the end, one of the reasons I usually keep the doors open is with a sledge in the doorway, they just go for the door and I let blades/spikes and rest do some fine dmg to them and just one hit them if they survive. Negative is demos again... They are a matter of dices in the base defence... So I always put blades high enough so they do not trigger demos, but chop heads instead and electric fences slow them down right under the blades.
My base design has no problem with Demos...flip the switch and watch them dance or just bash them in the face.

 
that is great, but they can still smack em if you place em low enough
I noticed that I can shoot them anywhere on their body except for the chest and not trigger them, so I imagine it'd be like that with blade traps and any projectile traps too. I'd need to see more evidence to prove this wrong.

 
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I noticed that I can shoot them anywhere on their body except for the chest and not trigger them, so I imagine it'd be like that with blade traps and any projectile traps too. I'd need to see more evidence to prove this wrong.
meant zeds can destroy traps on the way. that is the reason I put them 1 block above their heads so blades can hit their heads, but zeds can't hit the blades, just a vertical mounting.

 
I noticed that I can shoot them anywhere on their body except for the chest and not trigger them, so I imagine it'd be like that with blade traps and any projectile traps too. I'd need to see more evidence to prove this wrong.
Blade, Dart, Electric fence, and Spikes will not set off a Demo no matter what. However SMG Turret, Shotgun Turret, Junk Turret, Sledge Turret, Thrown objects(Grenades, Molotovs, Pipebombs, Rocks, Snowballs), and Player Melee or Ranged attacks will if they hit the Demo in the left chest region where the blinking trigger is located. So if your using Turrets it is always best to position them to ensure that they are always attacking the back right of zombies and never the front left to minimize any risk of setting off Demos.

 
Blade, Dart, Electric fence, and Spikes will not set off a Demo no matter what. However SMG Turret, Shotgun Turret, Junk Turret, Sledge Turret, Thrown objects(Grenades, Molotovs, Pipebombs, Rocks, Snowballs), and Player Melee or Ranged attacks will if they hit the Demo in the left chest region where the blinking trigger is located. So if your using Turrets it is always best to position them to ensure that they are always attacking the back right of zombies and never the front left to minimize any risk of setting off Demos.
I wonder if they intended for it to stay like that or if they plan to change it.

 
I wonder if they intended for it to stay like that or if they plan to change it.
Considering that Blade Traps used to set them off and were specially changed complete with a mention in the patch notes I doubt it. Other then maybe Dart Traps getting nerfed to set them off in the future as they are by far the most effective trap when used right. As they excel when used in a corridor or other tight spaces where you can ensure that all darts hit the mark with trip wires or pressure plates to trigger them only when needed.

Edit - Forgot to mention that Blade, Dart, Spikes, and Electric Fences are not effected by Game Difficulty while all the other traps and player damage output are reduced the higher your Difficulty is set to. So at Insane a gun/turret that does 45 damage will only do 25% normal damage aka 11.25 but a Dart Trap that does 45 will still do the same 45.

 
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Nope but if you toss the bottle onto the button it will.
Hah that'd be hilarious bad luck.

I was worried my base design would trigger demolishers, but now it doesn't seem that it will. It's a very lowtek design though I intend to increase the size strength of the blocks as Game Stage increases.

 
Good stuff, Hunter – thanks.  My son and I created something similar with a mountaintop base.  We built a base of all rebar reinforced concrete, with steel at least two blocks high.  Then we shaved the mountainside down at least 4 blocks, leaving only one approach into the base accessible from two directions. 

Along the two routes around the mountain to that one access point we placed iron spikes and just prior to a blood moon sprinkle them liberally with tin landmines.  Then near where they intersect we have electrically-powered SMG and shotguns in small hardened bunkers surrounded by metal bars.

My son constructed a winding single-block wide ramp rising from 20-some blocks below up to the 2nd level of our base.  It’s start aims directly at our base, providing a long line of Zeds climbing straight towards our guns, then the do a U-turn and climb further – again in a line.  A final U-turn brings them back to approaching in a line.  A firing position where the ramp enters the base’s surrounding iron bars has two sledges, one on either side, to ensure any Zeds who make it that far get a long 15+ drop to the path below, where they get to start over.

Finally, the entrance to the base is a small room about 8x8 blocks, entirely clad in steel.  A short ladder leads to one steel vault door, a short single-block wide corridor and a 2nd steel vault door into the base itself.  Atop this 8x8 steel-clad room is our gyrocopter landing pad with two metal hatches opening into the room below.  If the Zeds manage to get past all the SMG and shotgun turrets, they’ll bunch up in this room and we simply stand on the gyrocopter pad and drop molotovs and grenades down on them.

So far, no Zed has made it even as far as the final two shotgun turrets outside the opening to this room.  And we’re past night 350 now.

 
This is the horde base I use in darkness falls, and let me tell you the blood moons in vanilla are a complete joke compared to darknessfalls, you have radiated and zombie bears on the very first blood moon, they also do not stop coming till 4am hits, compared to vanilla where u can have them all dead and no more spawn not even 2 game time hours after horde night starts. My vanilla horde nights start at 22:00 and usually by the time the day switches i've killed everything, DF like i said keeps spawning till 4am. Anywhere here is the base, should work fine for single player in vanilla to, only diff is in DF u can upgrade bars to steel and beyond, but you can get around this in vanilla by just using more. Yes this is a screenshot from Darkness Falls, but as I said the blood moons are much harder in DF than vanilla, and this base works in DF just fine. Eventually u upgrade it all to stainless steel. The block hp of the bunker is higher than the block hp they need to go thru the bars, they only usually attack the top one. So they go for the catwalk instead of the bunker as it reads as a shorter path to the zombies, you have electric fence poles to slow them, and you can stick a blade trap on the + thing as well as by the base of the stairs on the inside where its flat to kill a ton of zombies.

Horde Base Simple Design Scyris.png

 
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stupid question when we talk about defence designs... do we talk about 32 or 64 active zombies? Because that makes a HUGE difference.

Designs that work with 32 don't necessary work with 64.

I used the kill corridor with hatches for melee like Glock9 or Jawoodle did, but they use 32..... with 64 the zombies come in masses and get pushed in the ceiling, underground, through the walls and appear above/below/behind you.

But while running from the zombies, as they overwhelmed me, i noticed that it was easy to fight them in the 1 block escape shaft. So i used this as design.

Video shows 100 spawned zombie cops but the 42 horde night went similar. Playing alone i forgot that i need to repair the blade traps so at the end it got a bit stressful, but still not much damage to the base. Would make now a 2x2 drop with 3 sides blade traps for less staking of zombies and more spread damage.

https://www.youtube.com/watch?v=DQ-pcwXgLv0&feature=youtu.be

https://imgur.com/a/0vIQajq

 
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