Using a multi directional/optional design is pretty genius, I've been struggling to make this trap work but you have really inspired me. btw this series is great content, keep it up!
Glad the video was useful! Coming up with that technique really refined how I think about and use lasers; they're very powerful tools in the right places.
18:07 holy crap. That is awesome. I never thought this would work since I thought it would reflect back like it does with the piston. If you want, or anyone else, I have a pretty blunt laser base. Builder: Crafekster, Base: Fort Ashby. Youl know what I mean. Although as blunt as it is, it did kill many raiders with primarily the laser. But as you have said, It NEEDS to be paired with a guard or another trap.
The reason it works is the same reason the corrosive cube is actually required in the setup: the laser actually pokes through the edge of the corrosive cube, and is thus technically impacting the side of the impaler facing the corrosive cube, not the side facing towards the entry path. Therefore, when it reflects it reflects towards the laser, but off to the side (traveling back through the corrosive cube, but gradually further away from the laser itself). If you want to be very, very technical about it you could in theory use an angled block behind the corrosive cube, angled away from the laser, to force the beam down a second hallway. Once it's there you could then redirect it back down the raider's path, but at a slightly different location. The indicator beam will then be straight-up misleading, since only the first tick of damage will travel down that path before the impaler gets destroyed and the beam resumes its intended path!
Yeah, that would also prevent the bounceback issue. However, it'd require you to move the reflect angles back another block, which starts eating significantly into the beam's projected length - at that point you're using half the beam length just to hide the beam's projected path, which is of debatable usefulness against a cautious raider who's likely not under threat from other traps at the time. All in all, I like the blockade impaler technique against speedrunners much more.
@@Strycken1 You'd only be trading 2 range (which means you should still have like 11 blocks of range left) versus the setup shown but you'd be able to keep the bounce mod which would mean you'd get to keep full effect on the forward path.
Using a multi directional/optional design is pretty genius, I've been struggling to make this trap work but you have really inspired me. btw this series is great content, keep it up!
Glad the video was useful! Coming up with that technique really refined how I think about and use lasers; they're very powerful tools in the right places.
18:07 holy crap. That is awesome. I never thought this would work since I thought it would reflect back like it does with the piston.
If you want, or anyone else, I have a pretty blunt laser base. Builder: Crafekster, Base: Fort Ashby. Youl know what I mean.
Although as blunt as it is, it did kill many raiders with primarily the laser. But as you have said, It NEEDS to be paired with a guard or another trap.
The reason it works is the same reason the corrosive cube is actually required in the setup: the laser actually pokes through the edge of the corrosive cube, and is thus technically impacting the side of the impaler facing the corrosive cube, not the side facing towards the entry path. Therefore, when it reflects it reflects towards the laser, but off to the side (traveling back through the corrosive cube, but gradually further away from the laser itself).
If you want to be very, very technical about it you could in theory use an angled block behind the corrosive cube, angled away from the laser, to force the beam down a second hallway. Once it's there you could then redirect it back down the raider's path, but at a slightly different location. The indicator beam will then be straight-up misleading, since only the first tick of damage will travel down that path before the impaler gets destroyed and the beam resumes its intended path!
Been waiting on this video from you, glad to see you active. :)
Yeah, life's been busy, and between that and how difficult it can be to get the most out of this trap, I wanted to take my time and get it right!
beam go brrrrrr
Couldnt you move the blockade piston to after the 2nd bounce and still run the additonal bounce mod?
Yeah, that would also prevent the bounceback issue. However, it'd require you to move the reflect angles back another block, which starts eating significantly into the beam's projected length - at that point you're using half the beam length just to hide the beam's projected path, which is of debatable usefulness against a cautious raider who's likely not under threat from other traps at the time. All in all, I like the blockade impaler technique against speedrunners much more.
@@Strycken1 You'd only be trading 2 range (which means you should still have like 11 blocks of range left) versus the setup shown but you'd be able to keep the bounce mod which would mean you'd get to keep full effect on the forward path.