7 Days to Die

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Vedui Jul 6, 2017 @ 6:09am
Alpha 16 e - Electrocuting Blade Traps!
Hi all,

After great feedback from previous trap testings, and further suggestions I've played around with them some more. This time specifically adding electric fences around the blade traps, and a few different builds.

Short Clip: Al16e Electrocuting Blade Traps

1) Straight up, blades n fences.
2) With 50 pillar flooring and looting pit
3) Ramps added to avoid zombies beating the blade trap
4) Blade n electric fence at top of ladder for zome head n limp chopping mayhem.

Still waiting for the wall placed blade to get fixed, as I think that will open up some cool placements too.

What are your favorite placements of blade n fence trap combinations?

/Vedui
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Showing 1-15 of 16 comments
YamaKami (Banned) Jul 6, 2017 @ 6:19am 
Not a fan of blade traps myself. I like the electric fence and lighting though. So my favorite set up is one without any blade traps. Good old wood spikes and barbwire paired with some lights and an electic fence perimiter further out. With line of sight of course as the best defence is me and my gun. Not convinced I like turrets either due to the ammo usage. Maybe once we have bandits I will find the cost to run them worth it... I also won't game it and use 50 pillar "cheat boxes" either though.
MiB Jul 6, 2017 @ 6:44am 
Awesome vid, ty
Vedui Jul 6, 2017 @ 7:49am 
Originally posted by YamaKami:
Not a fan of blade traps myself. I like the electric fence and lighting though. So my favorite set up is one without any blade traps. Good old wood spikes and barbwire paired with some lights and an electic fence perimiter further out. With line of sight of course as the best defence is me and my gun. Not convinced I like turrets either due to the ammo usage. Maybe once we have bandits I will find the cost to run them worth it... I also won't game it and use 50 pillar "cheat boxes" either though.

I like that they seem balanced, which electric fences are not. Those are 100 % safe (if hidden behind walls), do damage, stun, and at the low cost (and if using pressure plates) you can just build 10 layers of them and kill all but the more tough zombies. Turrets are cool, but way too much ammo usage :)
YamaKami (Banned) Jul 6, 2017 @ 9:35am 
Originally posted by Vedui:
Originally posted by YamaKami:
Not a fan of blade traps myself. I like the electric fence and lighting though. So my favorite set up is one without any blade traps. Good old wood spikes and barbwire paired with some lights and an electic fence perimiter further out. With line of sight of course as the best defence is me and my gun. Not convinced I like turrets either due to the ammo usage. Maybe once we have bandits I will find the cost to run them worth it... I also won't game it and use 50 pillar "cheat boxes" either though.

I like that they seem balanced, which electric fences are not. Those are 100 % safe (if hidden behind walls), do damage, stun, and at the low cost (and if using pressure plates) you can just build 10 layers of them and kill all but the more tough zombies. Turrets are cool, but way too much ammo usage :)

I already agreed upon a balance change being preferable on your thread about just that re: electric fences. I'm just not convinced blade traps are for me. Easily broken by cops, and not cheap to replace often. I'd just as soon use a trap like spikes to slow them down for the head shot/s.
Vedui Jul 6, 2017 @ 6:41pm 
Originally posted by MiB:
Awesome vid, ty
Thanks MiB!

How's your experience using traps been? Any favorite builds to share?
Vedui Jul 6, 2017 @ 7:18pm 
Originally posted by YamaKami:
Originally posted by Vedui:

I like that they seem balanced, which electric fences are not. Those are 100 % safe (if hidden behind walls), do damage, stun, and at the low cost (and if using pressure plates) you can just build 10 layers of them and kill all but the more tough zombies. Turrets are cool, but way too much ammo usage :)

I already agreed upon a balance change being preferable on your thread about just that re: electric fences. I'm just not convinced blade traps are for me. Easily broken by cops, and not cheap to replace often. I'd just as soon use a trap like spikes to slow them down for the head shot/s.

Yup! It's all true. I suspect that blade traps will need to get boosted HP wise, or the damage they take from dealing damage has to be reduced to make them more viable. Or both! Since they block the pathing, zombies love to beat at them, and with higher level zombies they get destroyed real fast. Haven't tested cop resistence (are you refering to their vomit, their explosion or them just beating on them?) but yeah that's another problem.

Do you prefer to use spikes or barbed wire to slow zombies down?
Vedui Jul 7, 2017 @ 12:46am 
Next up, going to use the same setup to try against larger groups of zombies, cops, radiated and ferals... suspect blades will break though, and definitely need doors to keep them from rushing out :)
mr_bman Jul 7, 2017 @ 1:19am 
The blade traps last longer if you have many and move around so they don't concentrate on just one tiny area on a blood moon horde night. You need to keep a clear area around electric fence posts because the zombies will beat on whatever is nearby and also take out the posts. Like for example I had barbed wire fence in between the electric posts and the zombies would swat at the fence but nail the posts. Lost a bunch. Took down the barbed wire with nothing else around the electric posts which might cause a zombie to get stuck and the zombies ignore the posts. If they lose their legs and get caught behind a post then they'll attack them. You don't want to have the posts behind an essential wall to your base or they'll beat on the wall due to getting attacked from behind the blocks - they'll try to attack the wall back. The auro turret and shotgun turret work better if you can get the zombies to stop running. Have them run past a turret into barbed wire and they really waste the zombies.
Vedui Jul 7, 2017 @ 4:38am 
Originally posted by mr_bman:
The blade traps last longer if you have many and move around so they don't concentrate on just one tiny area on a blood moon horde night. You need to keep a clear area around electric fence posts because the zombies will beat on whatever is nearby and also take out the posts. Like for example I had barbed wire fence in between the electric posts and the zombies would swat at the fence but nail the posts. Lost a bunch. Took down the barbed wire with nothing else around the electric posts which might cause a zombie to get stuck and the zombies ignore the posts. If they lose their legs and get caught behind a post then they'll attack them. You don't want to have the posts behind an essential wall to your base or they'll beat on the wall due to getting attacked from behind the blocks - they'll try to attack the wall back. The auro turret and shotgun turret work better if you can get the zombies to stop running. Have them run past a turret into barbed wire and they really waste the zombies.

Excellent points. For electric fences, protecting the poles becomes very important. .. something like /#\ to funnel them aside for instance might work, coz otherwise they do get broken easily. I doubt they'll last a cop explosion for instance :)

Once we can place blade traps sideways, that might help as the blade trap itself will be on block 3, blades hitting down on blade 2, so they shouldn't be targeting. Once they fix the fact you take no damage underneath it of course :P
Dies Fourth Jul 7, 2017 @ 4:47am 
Originally posted by Vedui:
Originally posted by mr_bman:
The blade traps last longer if you have many and move around so they don't concentrate on just one tiny area on a blood moon horde night. You need to keep a clear area around electric fence posts because the zombies will beat on whatever is nearby and also take out the posts. Like for example I had barbed wire fence in between the electric posts and the zombies would swat at the fence but nail the posts. Lost a bunch. Took down the barbed wire with nothing else around the electric posts which might cause a zombie to get stuck and the zombies ignore the posts. If they lose their legs and get caught behind a post then they'll attack them. You don't want to have the posts behind an essential wall to your base or they'll beat on the wall due to getting attacked from behind the blocks - they'll try to attack the wall back. The auro turret and shotgun turret work better if you can get the zombies to stop running. Have them run past a turret into barbed wire and they really waste the zombies.

Excellent points. For electric fences, protecting the poles becomes very important. .. something like /#\ to funnel them aside for instance might work, coz otherwise they do get broken easily. I doubt they'll last a cop explosion for instance :)

Once we can place blade traps sideways, that might help as the blade trap itself will be on block 3, blades hitting down on blade 2, so they shouldn't be targeting. Once they fix the fact you take no damage underneath it of course :P

Our engineer has spent days in SP creative working on a new base design of 16, from all hes been telling me slectric fences will be a HUGE part of our defences.

One thing i want to pass along was he said something about having the posts underground somehow protected and the wires along the surface.......... does that make any sense to you guys ?

Hes talking about a few layers of access to mantain all the wires and stuff from underneath i think...... i really didnt understand cuz ive never worked/seen any electrical stuff in exp 16.

hope that helps
Vedui Jul 7, 2017 @ 5:46am 
Originally posted by Dies Fourth:
Originally posted by Vedui:

Our engineer has spent days in SP creative working on a new base design of 16, from all hes been telling me slectric fences will be a HUGE part of our defences.

One thing i want to pass along was he said something about having the posts underground somehow protected and the wires along the surface.......... does that make any sense to you guys ?

Hes talking about a few layers of access to mantain all the wires and stuff from underneath i think...... i really didnt understand cuz ive never worked/seen any electrical stuff in exp 16.

Yes makes perfect sense. Protecting the fence posts keeps them from being destroyed (which drops the fence wires). Since they are 1.5 blocks tall, if you set them 1 down in the grount it means they are at the height they will electrocute crawling zombies. If you set them on the ground itself, upright zombies get buzzed, but crawlers pass under which you normally don't want :D

Once you're done, grab some screenshots and/or video and share, would be fun to see :)
Dies Fourth Jul 7, 2017 @ 5:58am 
He was talking about getting the cops and other irradiated guys to stay still long enough to put lead in their heads.

The explosive cops seem to be a major concern of his. He wants to kill them b4 they explode and devastate the areas structures/defences.
Ive seen some peoples videos on A16 which is good

It seems we still don't have an powered oven ,
fish and fishing is missing from the game

Game is missing wood rafts too

Also we could really do we rain option on rental
dedicated servers and an extra line in the backpack

Would be nice if tin water stacked to 50 instead of 1
and bottled water stacked to 50 instead of 15
Last edited by Charliebrownau [HIGH]; Jul 7, 2017 @ 6:15am
Dies Fourth Jul 7, 2017 @ 6:33am 
Originally posted by Charliebrownau HIGH:
Ive seen some peoples videos on A16 which is good

It seems we still don't have an powered oven ,
fish and fishing is missing from the game

Game is missing wood rafts too

Also we could really do we rain option on rental
dedicated servers and an extra line in the backpack

Would be nice if tin water stacked to 50 instead of 1
and bottled water stacked to 50 instead of 15

????

Why would you post this here ??

You basically just walked into the dentists office and told them all the things that are wrong with your car.............

alot to much to drink recently ?
Vedui Jul 7, 2017 @ 8:56am 
Originally posted by Dies Fourth:
He was talking about getting the cops and other irradiated guys to stay still long enough to put lead in their heads.

The explosive cops seem to be a major concern of his. He wants to kill them b4 they explode and devastate the areas structures/defences.

Someone told me they put multiple spike traps 2 each side, and they were able to take down a buzzed radiated cop. Will have to try it out. Those exploding cops will be a problem, as they do way much damage. Run up to trap, blow up, few times and no more trap :P
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Date Posted: Jul 6, 2017 @ 6:09am
Posts: 16