Is killbox still a thing in 1.0?

Started by eugeneb, July 24, 2018, 01:15:08 AM

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5thHorseman

Quote from: MoronicCinamun on July 29, 2018, 10:27:31 AM
The cost of the spike traps still feels pretty prohibitive. It's not just the silver equivilant, once you have the tech to produce them IEDs (at least HE and Incendiaries) are easy to make because the chemfuel is a very renewable resource: I only have 2 boomalopes and occasionally refine some corn when I need a quick surplus, if I had an infinite chem reactor I would be golden.

In my last playthrough (Medium) I found that wooden spike traps were more potent than IEDs, and you can pack them twice as much. I frequently knocked out scythers in 2-3 hits of a wood spike trap (though there were times when they walked through a dozen unscathed) but I don't recall them ever falling to any of my 4 IEDs I put in a test line. That first stone trap after them, though, usually took them out. I eventually took the IEDs out to make the kill corridor more effective.
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.