Just some personal feedback as a pro tip, for more experienced raiders, putting traps around/aimed at the genmat isn't a good idea. The reason why is when second wave activates, there's actually a fairly clear delay before the traps actually activate and are able to fire. They do not fire immediately. Within those crucial seconds, a raider could use that time to immediately destroy your traps that are aimed at the genmat, and then that gives the player time to think about their next move. It's almost better to place those traps elsewhere in the base on the way back to the exit vs. on the genmat. Loved your video, Z1! Keep on buildin' and raidin'!
One basic trap that I find works well, have a down slope into a 1 square corridor and put a spike trap on the ceiling. I have a lot of kills from people who don't check the ceiling of the down slope.
Meet your maker had a good start, but the grind and the race between bases and speed runners AND the player rank system is killing it quickly in my opinion. We need more creative freedom and meaningful progression and story points!
Just some personal feedback as a pro tip, for more experienced raiders, putting traps around/aimed at the genmat isn't a good idea. The reason why is when second wave activates, there's actually a fairly clear delay before the traps actually activate and are able to fire. They do not fire immediately. Within those crucial seconds, a raider could use that time to immediately destroy your traps that are aimed at the genmat, and then that gives the player time to think about their next move. It's almost better to place those traps elsewhere in the base on the way back to the exit vs. on the genmat.
Loved your video, Z1! Keep on buildin' and raidin'!
One basic trap that I find works well, have a down slope into a 1 square corridor and put a spike trap on the ceiling. I have a lot of kills from people who don't check the ceiling of the down slope.
This was great! Now show us the absolute best build you can do with the amount of play you've done... Full unlocks, but still no kill room.
Meet your maker had a good start, but the grind and the race between bases and speed runners AND the player rank system is killing it quickly in my opinion.
We need more creative freedom and meaningful progression and story points!
Disagree. I think and rank and the pase is good
Im addicted to this game
"to make a deadly fun site" Is that an oxymoron?
Z1: i wont make a kill room "then proceed to instead build a kill corridor/hallway"
That is the point of the game and he meant a room that is impossible to survive in
More of this!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
more park builder please, i love that seires
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