zombies behind try to go around and fall into purgatory. When the first zombie hits the electric wire, it stops the line. A zombie, free of sin, could easily run across that beam to reach me, except I have an electric wire stretched across it. Under the beam is purgatory, a mass of whirling blades, spikes and burning embers. Once they get inside, there's a single beam between me and my 'sinner'. Those waiting in line are entertained with music delivered by overhead dart traps. There's a bit of a maze at the top which narrows the flow. There are ramps leading up to the entrance. It looks like a small country church on the outside. Be sure to have ammo.Īs a bonus, I'll tell you 'bout Cheddar's Shredder. Later game and bigger hordes means the traps break and healthier zombies get to the top. I do a similar setup on the 2nd floor ramp so any Zs that reach me initially are beaten up. Again, as they bunch up, they push each other into the spikes. Anywhere I could place spikes or barbed wire, w/o disrupting the path, I did. when Zs hit an obstacle, they bunch up and push each other into blades and trap doors. I placed trap doors, in the ramps, that would drop to spiked pits. The ramps are 3 blocks wide so I put blade traps on either side so only the center block was clear. I had a turret aimed at the same electric wire so Zs caught in the trap were taking electrical damage, dart damage and turret damage. *First major trap, I put an electric wire under a bank of dart traps. 1 problem coming with A20 is Zs being able to crawl through a 1 block opening. I've had rogue zombies attack at unexpected places, like the vehicle entrance. I have overhead protection from vultures. Reinforcing those blocks gives them a dead end. The only path for the Zs is up, once they destroy overhead blocks. I want to kill or maim as many as I can before I have to fire a shot. Zs follow the BM path which is lined with mines and traps*. (of course, the vehicle entrance is closed during BM.) They don't follow the vehicle entrance or climb the outside walls with an open path available. I close in the top of the BM ramp until I have a shooting window. 1 I convert to a vehicle entrance and the other is BM ramp. The top floor is huge so I can take off and land a gyro. These can be reinforced if needed.įor a permanent base, 1 of my favs, that lends itself to defense without a lot of resources, is the parking garage. The frustrated zombies you don't kill will wander into adjoining rooms and attack any columns nearby. Each landing is an opportunity for a trap/mine. Naturally, some are injured by the spikes. I like the stairway because it narrows their path. I cross the gap using ladders placed side by side on one wall. I can stand on the opposite side and throw molotovs or shoot arrows or sit and sip tea. I can destroy one set of stairs cutting the horde off. There's shelter at the top and a long stairway up. I like to start with one of the bombed out buildings. The fewer you face, the less damage they can inflict.īases vary as you progress. If you can get them hung up, you can burn up the BM timer. In a simplified statement, the faster you kill Zs, they more you have to face. They only go as fast as the one in front and it lines them up for targeting. Choose a design that has Zs follow a specific narrow path. Use every means available to damage them before they reach you. It's when they amass on a wall they do the most damage. Use sections of fences or pits to separate/slow them during the assault. Control their advance so you have time to kill them b4 they do any damage. From what I've seen, exploiting game mechanics to an extreme is often the route required to Z proof your base. I've built a bunch of bases and watched a lot of videos. Zombie resistant implies the player should somewhat participate in the festivities. Zombie proof or zombie resistant? Zombie proof implies one sips tea and reads the New Yorker while BM rages outside.
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