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Rapporter et oversættelsesproblem
Utilize the "hatch" strategy where you create a 2x1 halway lined with hatches. Put up the hatch and the direwolf should get stuck in front of it for awhile.
Fall back to the next hatch if you need to, while killing the direwolf.
They have a lot of life for an early game enemy.
You could also potentially use pipe bombs to knock them off your bridge.
Still, dealing with dire wolves depends on the weapons you have. If you’re still in pipe gun stages of progression and happen to get some of these guys, the best option I’d recommend is to use any explosives you might’ve been offered from trader missions against them, especially Molotovs. Then just blast away with your most automatic weapon.
Any tier higher and just shooting it enough works. If you can guarantee they always come from a specific location, consider how you might use an electric fence to shock them in place. If you have a stun baton and can melee the things attacking your base, stunlocking it can work well to just prevent it breaking through.
You answered your own question. Yes your voluntary choice to play a melee build for fun/roleplaying is intentionally gimping your chance of success against a direwolf.
You can find (and/or make) infinite ammo in this one so, your choice is yours!
I solo dire wolves, but it doesn't always end well for me... it's a risk, and perma death means a start over. So far, dire wolves are batting about .350. As you can see it has meant quite a few start overs.
If you're not in at least tier 3 raider armor with a high level stun baton... heck even with that it's messy.
I don't mind hitting a bear with a hammer, but a dire wolf needs a bunch of crowd control.
No, I'm not talking about abusing exploits. I'm talking about real life historic defensive tactics.
Some of the most defensible castles in the world were ones built up on cliffs unapproachable from any side except the front. Solid mountain is a heck of a lot more of a deterrent to invaders (living or undead) than a simple wall.
Now, Considering game mechanics, this looks a little different...but only a little. Since the actual terrain of the game is so weak (who knew solid granite was weaker than cobblestone?), you'll have to make your own mountain.
Say you want a cozy little 9x9 base....start with a 9x9 solid slab, make it 3 tall. For the purposes of this game, 3 blocks is essentially a mountain from a zombie's point of view. No holes in the middle, no storage or living space or anything inside....just a solid 9x9x3 slab.
If you wanna make the whole thing super strong, go for it, but once you reinforce just the outer layer (in case of random hits or zombies that fall and lose their pathfinding), as far as the zombies are concerned, you are now on a mountain.
The next key point for real world historical defense, is that you had to make it more punishing or time consuming to attack anywhere except where you WANTED your enemy to attack. So those cliffs-on-3-sides castles obviously had an entrance on the last side, and they could pour all their defensive might onto that one approach, trusting in the cliffs to make it easy for even token defense to stop the few enemies who'd try to invade there.
In 7dtd, that looks like making a nice entryway straight into your base. A ramp up to a bridge/causeway right into the front door. Historically, they used drawbridges to stay secure when not using the entryway. In this game, you can do the same, or use electric traps (turn off when entering and exiting).
The point is, enemies aren't going to bash through your walls if your walls are 3 meters up off the ground, unless they have no path to you. So do that, and then give them a nice easy, direct path to you, that even this game's AI can't fail to find. Make it without pathing gimmicks like wedge-tip tightrope bridges or other nonsense (as enemies who fall off of those will have their pathfinding broken and resort to the 7dtd failsafe of "bash down everything"). A nice....LONG....STRAIGHT path....and stick whatever traps you want on that path, but make sure it leads nicely right into the base with a path any zombie can walk (assuming they survive it)