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Are you saying that stunning cops about to explode helps? Does it simply delay the explosion a couple of seconds, or does it restart it?
Either way, far easier to headshot/kill the cop when it's stunned than running around preparing to explode :P
You can often avoid an explosion by shooting the cop at the right moment. It sometimes seems like it resets its counter completely - if timed right. Sometimes - that extra 2-5seconds is all it takes, especially with the irradiated cops now.
I feel the electric fences are like barbed wires - on acid. Damage is minimal in my book, but the stun is sometimes a godsend, giving you that one headshot you missed. Much like the barbed wires do.
Nice to see yu here too!
Indeed Fence helps with killing Zombies- especialy on horde nights! Easier to see them in dark!
The thing is the more hordes you get those Zomberts become very strong- even for fences! So you need a secondary defense after fences. While they can kill small zombies they wont stop the big guys!
@zingo2! Hey mate! Small world ;) Yeah I agree the later hordes, and zombies would overwhelm ... but as a first line of defense they give you very useful additional time to take down the big threats while the zombies are some distance. Always tougher once they get up and close to walls in numbers, hard to make out individuals as they rush around :)
What other traps do you use together with the fences? I did some test setup putting electric fences stunning the zombies, combined with pressure plates and dart traps firing at them as they stand there stunned That seemed to work pretty well, but had to combine with barbed wire to get them slowed down enough if it was night/feral/running.
They probably should draw more power when in use though. That said if too much draw it will become impossible to make a perimiter fence with them or any size without a shed load of generator/solarpanels/battery banks if it is too extreme. Blance is key and well 1st pass on electricity so I would expect some changes down the line yet.
Yeah they look quite funny "lit up" as they are electrocuted.
What I think they should do is drop the passive W draw to a couple of watts, and boost it to 10-20 for each zombie being electrocuted. That way once they start triggering it'll cause some blackouts, not all will get electrocuted which introduces some randomness unless you got a good power feed to back it up :)
I like it, have your people get in touch with TFP's people ;) lol
Haha ;) Reminds me of when they told people who wanted to join as streamers to email them ... and people were complaining they were emailing and never getting replies :P I suspect they get a lot of mails!
Attacth the message to a fine bottle of (Insert whatever TFP drinks here), and it just might get priority over email #3647 of the day. ;P Having the right "people" for the right job make it easier. lol
Well, I think of it this way. With a reasonable build, you might have say 10 zombies stuck in fence posts at any given time at horde night at the top range. at 20 power draw, that's 200 watt, which is very manageable. If you're getting a rush of 20 zombies, and your production is 200 watt, you'll be electrocuting 10 out of the 20, and 10 will make it through (to be dealt with other traps) ... alternatively, requiring you to have 400 watt on standby to power.
Right now, you can run 10 lines of fences (100 watt) and 50 zombies can get stuck in them simultaneously. It gets to the problem we had with wooden spikes, just spamming down these in rows becomes cheap, and all but radiated/cops are going to die in 10 lines of fences. In contrast if each zombie stuck drew even 20, it'd be 1000 watt you'd have to supply as opposed to 100, making other traps such as blade, darts, turrets good alternatives.
I always felt barbed wired was OP though, even though they can be destroyed which the electric fence posts wont if you just protect the wire poles. :)
Finally? lol A16 stable is not even out yet this stuff is all new.
Yes :) That's why I've been advocating for them to hve lesser passive power draw, but considerably more.. and per mob, active draw instead. That way placing fences all over catching hordes of them won't be as overpowered, as we can find a good balance of how many watt per zombie per second it requires. Right now there's just no limit to the amount you catch. And even if you don't kill them all, a couple of pipe bombs or molotovs will catch everyone electrocuted in area of affect attacks.
Maybe even make radiated, or feral zombies unaffected by the traps, or some type of immunity.