Blockade can be really good combined with either bombs ejectors. So that you cage the raider between bombs and it. Or flamethrower so that the flamethrower is covered by the blockade.
A blockade impaler at the entry of a hallway with bomb trap in the middle and a death piston/incinerator at the far end is a great way to make sure raiders stay in the death zone long enough to get caught!
Oh wow, I actually did some traps using the self destruct mod. Although I didnt know it would reveal a holo cube across a hall. So, my Self destruct chain activates a holocube while the raider is distracted with the actual room. The chain of explosions then puts the guards that are behind the holo cube to their places with it now gone, created a "timed" stage 2 of the room. Basically, the room forces the raider to use up some volt lancers that Stage 2 will punish him for it, or get behind speedrunners. Its a timing thing and ive come up 2 blueprint ideas for it. Im trying still to come up with methods for it to activate other traps, but that gets costly. The new trap leaked in the new tips and tricks trailer might be what I need to activate holocubes from places the raider wont check.
The masquerade block I think is the best use. My biggest issue right now is speed runners so if I have this guard that comes out and follows them it might keep them occupied near the genmat death area a bit longer.
That's a great idea! You can couple this with narrow zig-zag hallways so that the Warmonger fills nearly the entire hallway and can't really be avoided, or use a few enforcers or armored cannonbacks to add a bit of threat to the room itself as well.
Speedrunners biggest nightmare is pistons. Pistons pistons pistons With either the longer duration, randomised, and no matter what red hot so they can't just run into them Now combine that with an inferno thingy behind them and then ur good to go
It's very strange to me that dead man switch seems to have around a 4m (1 block) radius but this explosion seems to be about 2m. I kinda like the idea about the masquerade block but not sure how it'd be better then just running the masquerade block by itself
I didn't mention this in the video since it's more about holocubes than impalers, but the main reason to not run the Masquerade cube by itself is that a raider who triggers a holocube will immediately hear it and know that something's coming, and most raiders will react by spinning towards the danger ready to fire at it. An impaler explosion however is a very noisy event, and will mostly cover the holocube's trigger/destruction sound. Additionally, the holocube can be placed in a location where it doesn't "threaten" the raider, so in most cases they won't pay much attention to it, while many raiders are cautious enough to always check bedrock blocks along their intended pathway with a plasmabow shot, sword swing, or other method. Since the holocube in the video's example isn't in any way threatening the raider's pathway, they're far more likely to ignore or miss its presence.
Impalers can be really nasty since they activate very quickly and are immediately lethal when activated. Most traps have a longer activation time, don't kill the raider instantly when activated (Boltshots have projectile travel time, bomb traps have a timer before the explosion, etc). Impalers are just beautifully straightforward, though - the raider gets one second to react, and if they don't react correctly they automatically get caught!
Blockade can be really good combined with either bombs ejectors. So that you cage the raider between bombs and it. Or flamethrower so that the flamethrower is covered by the blockade.
A blockade impaler at the entry of a hallway with bomb trap in the middle and a death piston/incinerator at the far end is a great way to make sure raiders stay in the death zone long enough to get caught!
Oh wow, I actually did some traps using the self destruct mod.
Although I didnt know it would reveal a holo cube across a hall.
So, my Self destruct chain activates a holocube while the raider is distracted with the actual room. The chain of explosions then puts the guards that are behind the holo cube to their places with it now gone, created a "timed" stage 2 of the room. Basically, the room forces the raider to use up some volt lancers that Stage 2 will punish him for it, or get behind speedrunners. Its a timing thing and ive come up 2 blueprint ideas for it. Im trying still to come up with methods for it to activate other traps, but that gets costly. The new trap leaked in the new tips and tricks trailer might be what I need to activate holocubes from places the raider wont check.
Waring profile is a good term
The masquerade block I think is the best use. My biggest issue right now is speed runners so if I have this guard that comes out and follows them it might keep them occupied near the genmat death area a bit longer.
That's a great idea! You can couple this with narrow zig-zag hallways so that the Warmonger fills nearly the entire hallway and can't really be avoided, or use a few enforcers or armored cannonbacks to add a bit of threat to the room itself as well.
Speedrunners biggest nightmare is pistons.
Pistons pistons pistons
With either the longer duration, randomised, and no matter what red hot so they can't just run into them
Now combine that with an inferno thingy behind them and then ur good to go
It's very strange to me that dead man switch seems to have around a 4m (1 block) radius but this explosion seems to be about 2m.
I kinda like the idea about the masquerade block but not sure how it'd be better then just running the masquerade block by itself
I didn't mention this in the video since it's more about holocubes than impalers, but the main reason to not run the Masquerade cube by itself is that a raider who triggers a holocube will immediately hear it and know that something's coming, and most raiders will react by spinning towards the danger ready to fire at it. An impaler explosion however is a very noisy event, and will mostly cover the holocube's trigger/destruction sound.
Additionally, the holocube can be placed in a location where it doesn't "threaten" the raider, so in most cases they won't pay much attention to it, while many raiders are cautious enough to always check bedrock blocks along their intended pathway with a plasmabow shot, sword swing, or other method. Since the holocube in the video's example isn't in any way threatening the raider's pathway, they're far more likely to ignore or miss its presence.
I hate how long that explosion takes
I guess, impaler from the back (when my normal approach is to step back if alarm noise) is the top1 my death reason :/
Impalers can be really nasty since they activate very quickly and are immediately lethal when activated. Most traps have a longer activation time, don't kill the raider instantly when activated (Boltshots have projectile travel time, bomb traps have a timer before the explosion, etc). Impalers are just beautifully straightforward, though - the raider gets one second to react, and if they don't react correctly they automatically get caught!