![]() Thats why i had the idea to run the electric. Blade traps do a ton of damage, as the basic Zs will die as soon as they run into the blades, and it doesnt take much longer for even irradiated ones to fall to their power. ![]() it used to be reinforced concrete and eventually steel. The combination of the electric fence and blade traps is pretty intense however. For example, in the setup below which I just did in 19.3, current flows A -> B -> C. In a chain of 3+ fence posts (which is how I understood 'relay'), essentially every one except the first will take damage (assuming zombies walk through each segment). Second, the fenceposts were sealed within a structure, and this time I didn't have time to wall it completely off, so the outside wall is open but there is no way the explosion comes around the walls and comes back to the posts (Basically the wall between the zeds and the posts is there, the floor, the cieling and the two sidewalls but not the 180 degree opposite wall, that wasn't closed off). Up through 19.3, for every pair of fence posts the 'downstream' fence post will take damage. That shouldn't make the explosion go over the posts or anything but I suppose it's possible. There are only two differences.įirst, I used to use half blocks in the corridor so the zeds were standing half a block higher than "ground level" (the entire thing is elevated) but the fence posts are two blocks high so are two blocks above "ground level". POsts were always fine and still working by the end of the hordenight. Cops blew up in the corridor and so have demos. That's odd because I've used this same base design essentially since A18 and the fence posts have never been damaged through the reinforced concrete walls. ![]() Originally posted by -=O=-^FightinCock:The only defence for the electric fences from explosion is distance. The Electric Fence Post shocks players as well as the player that placed the traps regardless them being within Land Claim Block territory and Zombies who.
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