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Tohskrad

Advice for Higher Level Blood Moons - Base/Defense? Alpha 19 (b180)

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On 10/16/2020 at 5:26 AM, Liesel Weppen said:

I wonder how OP is doing the bloodmoons? Do you even fight the zombies or just hope the base does for you?

Yes, we actively fight the zombies, but are having a lot of issues with this latest patch with all the extra acid going around. (We are playing with slightly higher than normal difficulties)  We've actually started making some kill bases (processor/galaxy brain/underground)  and turned one of our existing ones into a compact version with 4 blades, 3 people shooting/repairing and autoturrets.   (Which hasn't worked yet, as usually a cop explodes and takes out all the blade traps at once. Not to mention all the acid being thrown around in 19.1).     

 

Our previous method was a tower that would require half to run through a building to try and jump onto our platform and half pummeling the legs/foundation.  This worked oddly well until the 19.1, then it just got destroyed by precision guided acid from birds/cops and they took it down (it was heavily fortified with 3+ layers of reinforced concrete ) in one night despite being fully repaired previously.

 

So far our method to survive has been to find a structure, stay there until it gets destroyed (usually before 1 AM) while defending and then just run away/fight on foot.  (Sometimes we can still get by with dashing/sprinting on a motorcycle on the last few hour(s), but that tends to spawn 50+ acid spitting birds and any lag results in death or a very difficult daytime cleanup.)   Either way, the horde has become one of the only challenging, yet most gimicky, parts of the game despite being in full steel/lvl6 weapons with regular/armor piercing ammo.   Thankfully one of our team is a fan of run/gun, but the others (including myself) are not.   

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2 hours ago, Tohskrad said:

Yes, we actively fight the zombies, but are having a lot of issues with this latest patch with all the extra acid going around. (We are playing with slightly higher than normal difficulties)  We've actually started making some kill bases (processor/galaxy brain/underground)  and turned one of our existing ones into a compact version with 4 blades, 3 people shooting/repairing and autoturrets.   (Which hasn't worked yet, as usually a cop explodes and takes out all the blade traps at once. Not to mention all the acid being thrown around in 19.1).     

 

Our previous method was a tower that would require half to run through a building to try and jump onto our platform and half pummeling the legs/foundation.  This worked oddly well until the 19.1, then it just got destroyed by precision guided acid from birds/cops and they took it down (it was heavily fortified with 3+ layers of reinforced concrete ) in one night despite being fully repaired previously.

 

So far our method to survive has been to find a structure, stay there until it gets destroyed (usually before 1 AM) while defending and then just run away/fight on foot.  (Sometimes we can still get by with dashing/sprinting on a motorcycle on the last few hour(s), but that tends to spawn 50+ acid spitting birds and any lag results in death or a very difficult daytime cleanup.)   Either way, the horde has become one of the only challenging, yet most gimicky, parts of the game despite being in full steel/lvl6 weapons with regular/armor piercing ammo.   Thankfully one of our team is a fan of run/gun, but the others (including myself) are not.   

And that's why you don't rely on blade traps. Blade traps and turrets can be taken out so quickly that I feel like they should only ever be used as an extra, not a primary. Electric fencing is sort of an exception if you can protect them from ever being damaged at all, like boxing the poles in. Spikes are the best in my opinion because demolishers can only do so little damage to them leaving all the other rows of spikes in tact. They are admittedly a nuisance to maintain after blood moons, but at least they work reliably and get the job done every time. Barbed wires are also great for holding them back long enough to set them off... making them do their explosive area damage on the outer edge of the spikes, minimizing the damage.

 

Also, if you can hide yourself from being seen by the birds, you'll receive a lot less acid to the base as they'll only occasionally melee attack the base in random spots doing only nuisance damage (unless they can get inside, through the windows or whatever). The only acid you would then need to worry about are the cops.

 

I think the other problem you're having is that multiple players are in 1 spot. The way the blood moon works is that each player gets their own amount of zombies to go after them. So if you have 3 players defending 1 base, then you have 3x the zombies attacking the base at the same time. You have to factor things like that in when fortifying the base. So 3 players means 3x the defenses needed to hold them back.

Edited by Fox (see edit history)

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19 hours ago, Fox said:

And that's why you don't rely on blade traps. Blade traps and turrets can be taken out so quickly that I feel like they should only ever be used as an extra, not a primary. Electric fencing is sort of an exception if you can protect them from ever being damaged at all, like boxing the poles in. Spikes are the best in my opinion because demolishers can only do so little damage to them leaving all the other rows of spikes in tact. They are admittedly a nuisance to maintain after blood moons, but at least they work reliably and get the job done every time. Barbed wires are also great for holding them back long enough to set them off... making them do their explosive area damage on the outer edge of the spikes, minimizing the damage.

 

Also, if you can hide yourself from being seen by the birds, you'll receive a lot less acid to the base as they'll only occasionally melee attack the base in random spots doing only nuisance damage (unless they can get inside, through the windows or whatever). The only acid you would then need to worry about are the cops.

 

I think the other problem you're having is that multiple players are in 1 spot. The way the blood moon works is that each player gets their own amount of zombies to go after them. So if you have 3 players defending 1 base, then you have 3x the zombies attacking the base at the same time. You have to factor things like that in when fortifying the base. So 3 players means 3x the defenses needed to hold them back.

And x3 lags of course)))

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