![]() ![]() ![]() Net result is no Demo explosions trigger whatsoever (as long as we don't miss our headshots or too many Demos come at once, but we are all pretty good, so we don't miss P) Stage 2: Tunnel widens into a sea of Blade Traps and a number of tier 6 Junk Turrets* (that the Demos never actually get to because we have Sniped them all during the Stun-lock phase in stage 1) - this handles the rest of the horde. The rest of the Horde are allowed to advance to stage 2. This kills the Demos early in stage 1 of the tunnel. For this we use high tier Sniper Rifles using AP ammo - takes 8 to 10 headshots per Demolisher with that. Stage 1: multiple rows of Electric Fence to hold up the horde in general within the first part of the Tunnel, but we only shoot the Demolishers and Cops here. We use a 2-stage Steel-walled and Steel-floored tunnel system. We have ended up using Sniper Rifles on horde night. This is something I would like to see in base building. Unfortunately there are no traps that can penetrate the armor like AP ammo. I use a kill corridor with dart traps and electric fences myself but the iron consumption is very high and they are not really effective because the armor of the demolisher reduces the damage to 40%. Reinforced concrete survives with a few HP remaining if it was previously undamaged. On default settings concrete is immediately destroyed by an explosion. The Demolition zombie's explosion damage is 5000 and it has a 5 block explosion radius. * Demolition zombie's explosion is affected by claim strength. If a demolisher explosion did not destroy cement, You either reduced the block damage or it was at a time when there was a bug in the game that caused the land claim block to reduce the explosion damage. They won't break upgraded cement without help from other zombies or multiple explosions in one place. They will one-shot anything less than that. ![]() Your first couple hordes will be fine with a flagstone base with some cement at the 1-3 high blocks, unless you're playing on a high difficulty.ĭemos will not one-shot cement. We haven't really had much of a problem with the demos, though I admit they are exciting. I am successfully using this technique now as are others - and despite not being great at this game, I have not made any mistakes so far and have coped with up to 6 Demolishers at once in addition to the other zeds around max alive usually around 16-20 though frame rate issues have had me tweaking this a lot of late. Kage's most recent horde nights were on the most recent patch - there has been no patch since then. They do not reach the top of the ramp so the detonator does not end out within the hit box of the blade trap and is, therefore, not set off. The Electric fence stun locks them before they have reached the top of the ramp. The Blade trap hangs down directly above where the zeds walk up, not off to the side. There is flat ground then a ramp up to level ground 1 up on the start ground. In the one I reference which you have apparently seen It is upon standing at THIS height - totally up the ramp - that the detonator falls within the Blade traps hit box. The lack of stun lock lets the Demolisher get all the way up the ramp to the flat ground 1 up from where it start. having the blade trap off to the side means the zed walks through the arc of the blades, maximizing the hit box, but increasing the probability of hitting the detonator. ![]() In the video you show, there is flat ground, 1 ramp up to flat ground 1 up, then a space and a block. That's NOT the way which they are used in the videos I have been continually referencing. ![]()
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