FileMachete
New member
@Hollowprime, I think it was Vedui, or JaWoodle (both?) who did a good youtube vid exploring various Shotgun Turret placements vs setting off demolishers.
And I'd bet one of them has experimented with how to set up Blade Traps to work against demolishers.
My experiance from earlier alphas led me to try elevating the path zeds walk on by half a block so blade traps only hit taller zeds, demos/cops/wights/etc, in the head.
Which so far has worked well against demolishers. Though I think if zeds start stacking up on top of each other, then it would be possible for the blade trap to set off a demolisher.
Just my .02 cents: horde nights have become more Win/Fail, with a narrower gap between the two than previously.
Which can/has resulted in bases becoming 'overpowered', so they're less likely to Fail, so there's less drama or excitement.
Something seemingly not worth noticing is impactful; the Nailgun firing slower than previously, making keeping up w repairs more challenging.
So bases get designed/built that don't even expect to be repaired during horde night.
Wasn't & isn't a huge deal to design for Cop puke & gut bombs; protect switches/traps, be able to back up, etc.
Yet while cop damage is non-trivial, and needs to be respected, having a couple few get through & go Boom! doesn't generally mean your base will fail.
Demolishers take Boom! to a whole new level, and, maybe, it's a rung or two too far.
While the design adjustments due to cop puke were mainly location tweaks, designing to endure multiple demolishers going off can be radical.
Of course, there are lots of very basic base designs that can easily endure demolishers (just a number of 5x5x4 r-concrete pillars will do) but where's the fun?
If there's very little chance of a base failing then, to me, there's less fun to be had, and less satisfaction in surviving the horde.
---
Was looking through old ss's & came across this. One of the largest bases I ever built in 7dtd.
If someone is motivated enough they could build something like the perimeter of this 16.2 base & soften up demos before they reached the chewy center

And I'd bet one of them has experimented with how to set up Blade Traps to work against demolishers.
My experiance from earlier alphas led me to try elevating the path zeds walk on by half a block so blade traps only hit taller zeds, demos/cops/wights/etc, in the head.
Which so far has worked well against demolishers. Though I think if zeds start stacking up on top of each other, then it would be possible for the blade trap to set off a demolisher.
Just my .02 cents: horde nights have become more Win/Fail, with a narrower gap between the two than previously.
Which can/has resulted in bases becoming 'overpowered', so they're less likely to Fail, so there's less drama or excitement.
Something seemingly not worth noticing is impactful; the Nailgun firing slower than previously, making keeping up w repairs more challenging.
So bases get designed/built that don't even expect to be repaired during horde night.
Wasn't & isn't a huge deal to design for Cop puke & gut bombs; protect switches/traps, be able to back up, etc.
Yet while cop damage is non-trivial, and needs to be respected, having a couple few get through & go Boom! doesn't generally mean your base will fail.
Demolishers take Boom! to a whole new level, and, maybe, it's a rung or two too far.
While the design adjustments due to cop puke were mainly location tweaks, designing to endure multiple demolishers going off can be radical.
Of course, there are lots of very basic base designs that can easily endure demolishers (just a number of 5x5x4 r-concrete pillars will do) but where's the fun?
If there's very little chance of a base failing then, to me, there's less fun to be had, and less satisfaction in surviving the horde.
---
Was looking through old ss's & came across this. One of the largest bases I ever built in 7dtd.
If someone is motivated enough they could build something like the perimeter of this 16.2 base & soften up demos before they reached the chewy center

