PC Demo zombies damage is stupid...

I think it is time for some competition for 7 days to die, it was and still is very unique in its own genre but the general development speed is way to slow. For years people ask for a better Boss Zombie and they put in this base wrecker....

 
The good old way with a corridor works fine for demos.

The blade traps usually work best when placed at head height. Unfortunately, the head height of most zombies is the chest height of the demolisher. This means there is a high probability that the blade trap will trigger the explosion when placed at head height.

I know that the blade traps on the ground can cut the zombies' legs off. Has it ever happened that the legs of a demolisher were cut off and the explosion was triggered while falling down?

 
I know that the blade traps on the ground can cut the zombies' legs off. Has it ever happened that the legs of a demolisher were cut off and the explosion was triggered while falling down?
Yes i tested it before and i had some crawling demos but it didnt triggered the explosion.

 
The blade traps usually work best when placed at head height. Unfortunately, the head height of most zombies is the chest height of the demolisher. This means there is a high probability that the blade trap will trigger the explosion when placed at head height.
I know that the blade traps on the ground can cut the zombies' legs off. Has it ever happened that the legs of a demolisher were cut off and the explosion was triggered while falling down?
The trick is to use a half block under, that pushes the blade trap up to head level for demolishers where it misses everything else.

Here's a queue up timestamp for my video showing using this in a build -->

Funny thing happens at times though, that zombie height is not static. At times, cops/wights are high enough to trigger electric fences on the 2.5 height, but most of the times they are not. But normally it's a great way to just hit demolishers.

 
I'm actually using the layout you did in your video, Vedui. Just with a couple more dart traps. (because I miscounted)

:)

don't have to worry about fixing blade traps, halfblocks to get it right etc.

Making enough darts now.... ;)

 
The trick is to use a half block under, that pushes the blade trap up to head level for demolishers where it misses everything else.
I use this trick in one of my bases. However, I have dart traps on both sides of the entryway that thin out the horde a bit beforehand. In some tests the other zombies pushed the demolishers up when they were knocked down by the blade traps. If you thin out the horde that shouldn't happen.

 
What would I do to fix him:

a - reduce his HP/armor, but increase his speed slightly (more like an urukhai suicide guy in LotR)

b - Make his C4 either easier OR harder to trigger by trap. Somehow you never know if a trap (blade or dart) will or will not trigger it and it is in a weird spot where sometimes he will blow up and sometimes he wont.
Totally agree. The demolisher is a good idea, but really it's two ideas in one. It would make more sense that a high damage zombie would be less tanky and a zombie that is a tank would be slow and do more damage due to time. Why TFP did it this way doesn't really make sense for balancing.

 
So I built the normal way I build I made a pillbox base upgraded to reinforced concrete. I would have done steel but on day 42 and playing solo I found having to juggle looting, farming, building and all tied up all my time and was not able to farm enough to make the steel needed to upgrade it all past concrete.
Steel isn't what it used to be. They either need to drop the damage those bastards do or bring back polished steel. One demolisher took 5 steel blocks down to reinforced concrete and left another 20 or so at only 20%. That's an insane amount of damage.

You aren't wrong that The Fun Pimps haven't perfected the zombie. That being said, they aren't a bad idea just a poor implementation. They take too much damage. They are both a tank and do massive damage to your base. They finally got the cops right. They do range damage but can be interrupted. They do area damage with a modest boom that can be stopped by their death, also aided by a modest hp. The demolisher is what cops used to feel like. Too much hp and a hell of a lot of damage. My real issue with the dems is that it's damn near impossible to tell when they die. The damn things stun multiple times. I find myself turning away from them way too often thinking "he has to be dead this time".

 
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