I wouldnt do that honestly even if it seems to make sense. I think something happens with the game where you double the length of time in the days and/or double the number of days between horde night and when horde night finally rolls around it is actually worse. Like a lot worse. We were using 2 hour days and 14 days between horde nights and every horde night after the first scaled insanely fast. We had demolishers showing up within the first month. In this play through we are on day >49, 1.5 hour days and 7 days between horde nights (which our server admin is not happy about, he wants 1 month hordes). We had last nights horde and the worst we had was glowing cop zeds. I'm at game stage 110ish and my partner was at GS 90. Our combined stage should be around 250ish which should easily trigger demolisher zeds. We camped out on a POI hotel all night taking pot shots, expecting demolishers to just wreck us but they never showed.I have made hoard days every 10th day for this exact reason. It's incredibly hard to loot or make enough ammo and concrete to repair bases and fight the hoard. We may even move it to once every 14th day. It's just too much in a multiplayer base.
Just connect to motion sensors to each other. Doesnt make sense but it works. Capp has a video on it.As far as i know, it is only possible to open a closed door with electricity, not close it. Perhaps there is a sneaky way to invert a signal, i just don't know that yet. I tried with powerbalancing, but no success. The only way i think you'll be happy with is just edit the xmls so no demolisher shows up. No fancy building trick or dedicated ammo. Just remove the problem, once and for all(well, all that you play the game with, that is).
Gives you more freedom for hordebase designs too. If i was to actually play for a long time, i'd might just do that too, instead of worrying if i get a demolisher too many.
How to edit it out i do not know well enough. Perhaps some of the xml gurus can help with that.
Huh. Interesting lol. They should work it to where you just need one but hey, i kinda like that method.Just connect to motion sensors to each other. Doesnt make sense but it works. Capp has a video on it.
I had my first run in with demolishers recently and I use an int build in my solo game. Each bm night I would end up with my kill zone destroyed but I happened to see what happened that triggered the explosion in the most recent one. The demolishers have so much armor that it takes quite a few hits for the blade traps to kill them. I watched one of them get knocked down by the blade trap and then when it went to stand back up it was taking blade trap hits to the chest area which triggered the detonation. And since the blade traps are so slow at killing them it doesn't finish them before the beeping stops and the explosion goes off.Blade triggers their detonator every time it seems.
I've been struggling with the same thoughts. I'm desperately trying not to cheese, but all the efforts end up leading to it eventually anyway. Unless they change the AI a little or maybe provide some more defense options I don't think there's a solution to this.Yeah, I'm starting to rethink my definition of cheese.. The SP seems ok, I can defend a wall pretty fine, but a 2 player co-op seems to get out of hand real fast. Two of us burning ammo and some explosives pretty much as fast as we can with a base designed as a chain of chokes.. the choke points were taken out at around midnight and I spent rest of the night entertaining my half of the horde running around while trying to lighten the stress under my friend's "last stand tower". The amount of green on screen is pretty ridic and we haven't gotten to motorized vehicles or steel yet. It was day 35 I think..
Could we have built something "bulkier"? Yeah, sure. Twice as bulky to last 'til 2AM? Yup. Three times for 4AM? Yeah.. Would I have time to do anything else than harvest for and build up the bulk to be destroyed? Not really.
And if I do, I'll just run into the two questions "How long a chain of choke points is actually just cheese on its own" and "they'll get through this stuff anyway... so should I design the chokes such that when they fail, we'll essentially have a cheese base at the end..?"![]()
This video was taken 11/22/2019. My Day 56 video. Actually its a video of me playing it back. I didn't see the Demolisher in question, but I could hear him so I knew he was a demolisher. I went to investigate where he was and found him. Once I found him my level 4 junk turret opened fire since I was close. You can see the light blink red and hear it beep twice at which point he's apparently dead before his explosives go off.<EPIC SNIP>
Also, its irritating that once they trigger the countdown, nothing stops it, even killing them.
I'm willing to bet faatal will achieve this exact thing....*evil laughter*I can't speak for others, however I find certain strategies to be cheesy because it's abusing AI limitations and not simply dealing with zombies tactically. Making perpetual fall obstacle courses where mobs drop, run back up a ramp, drop, rinse repeat ad nauseum is an example of that. Making a bridge or a kill tunnel is trying to be tactical and not something I see as cheesy. The reality is that if zombies tried to chase you and fell into a pit they wouldn't go back to the other side to go up a ramp to get to you. They'd pile up there until they started breaching by sheer numbers exactly like they do right now to an exterior wall. Or like they did in world war z since they were runners.![]()
Those concrete spikes the demos were getting stuck on, I assume those are modded in? That's one hellava concrete jungle you have going there...This video was taken 11/22/2019. My Day 56 video. Actually its a video of me playing it back. I didn't see the Demolisher in question, but I could hear him so I knew he was a demolisher. I went to investigate where he was and found him. Once I found him my level 4 junk turret opened fire since I was close. You can see the light blink red and hear it beep twice at which point he's apparently dead before his explosives go off.
As for the demolishers... I like them and don't like them... As for if they fit... Not quite but that's fine with me. And if we're able to kill them before they explode that's a good thing! As you can see and I quickly found out using explosives against them helps get rid of them.
The disadvantage of cheese bases is that they often rely on a certain behavior of the AI. A change in the AI and the base no longer works. It happened to me twice in A17 that the AI behavior was changed so I had to modify my bases or build a new one.I really don't get the angst against "cheese" base designs. Where is the motivation to make it easy for the zombies? How does that fit with the idea of the game at all? The whole point of the game from where I can see is to throw as many zombies at you as possible, as fast as possible. Your job as the player is to kill them as quickly as possible.