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Author Topic: How strong are traps anyway?  (Read 1612 times)

Sonlirain

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How strong are traps anyway?
« on: July 20, 2011, 05:01:42 pm »

So yeah... i wanted to set up a corridor full of mace weapon traps to tenderize any incoming enemy... or knock/dodge them into a pit with spears and skewerize them.

While the dodge part should work i'm more worried about the punt part.
I know fo a fact that dorfs are usually too small/weak to send anything flying while using a mace/maul.

I know that the "weapon skill" and chance to hit depend on the quality of the mechanisms but do they affect the streangth of the trap as well?
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Jimlad11

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Re: How strong are traps anyway?
« Reply #1 on: July 20, 2011, 05:22:00 pm »

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« Last Edit: March 13, 2018, 01:34:45 pm by Jimlad11 »
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kaijyuu

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Re: How strong are traps anyway?
« Reply #2 on: July 20, 2011, 05:29:08 pm »

I've yet to have enemies flung by weapon traps and I usually fill them with silver war hammers.

I *have* had limbs shot up 2+ z levels to the roof of my fort, though.
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RAKninja

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Re: How strong are traps anyway?
« Reply #3 on: July 20, 2011, 06:19:31 pm »

I know fo a fact that dorfs are usually too small/weak to send anything flying while using a mace/maul.

it seems to not be just the size of the attacker, but the size of what he is attacking with.

mod in an extra large hammer (perhaps as a speciality trap component) and watch the gobbos soar.
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Lexx

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Re: How strong are traps anyway?
« Reply #4 on: July 20, 2011, 07:00:32 pm »

If you get the chance try large glass serrated saw blades. Easy to make from green glass and do alot of damage. Saving your metal for more useful things. Good luck on the skewerizing though.
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Fredd

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Re: How strong are traps anyway?
« Reply #5 on: July 20, 2011, 11:29:45 pm »

Slicing and dicing traps are fine. Creates better potential for bone bolts. Pokey traps are lackluster in providing giblets with future use. Any trap that will cause a idjit goblin to dodge into a 10 level pit is also fine, for providing giblets in this case goblets. Cannot store these goblets in bins.
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Alastar

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Re: How strong are traps anyway?
« Reply #6 on: July 21, 2011, 06:47:34 am »

Dedicated trap components tend to outperform regular weapons. For the main killing zone, I suggest spikes or glass disks.

Menacing spikes have no trouble penetrating deeply through any armour invaders are likely to wear. More fatal wounds than instant kills, which is good because instant kills get traps jammed.

Serrated glass disks have multiple attacks capable shredding exposed flesh and causing heavy bleeding. Because vitals tend to be protected (by bones even if not by armour), they're attractive on the same principles as Menacing Spikes.

*

As a failsafe behind the main killing zone, I recommend metal disks. More maintenance-intensive, but extremely deadly.

For a dodge-me trap (throwing invaders into nasty terrain tends to work off dodging rather than forcefully punting them away), I recommend spiked balls. Even if the invaders get through, they will be well tenderised (many nonfatal wounds, even through armour).
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Sonlirain

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Re: How strong are traps anyway?
« Reply #7 on: July 21, 2011, 03:44:29 pm »

Thank you for the help. Well my pain goal was building traps that punt enemies instead of just making them dodge.

Guess i should start adding that enormous hammer trap component to the ravs.
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RAKninja

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Re: How strong are traps anyway?
« Reply #8 on: July 21, 2011, 04:01:20 pm »

Thank you for the help. Well my pain goal was building traps that punt enemies instead of just making them dodge.

Guess i should start adding that enormous hammer trap component to the ravs.

here is a thread with usefull information - http://www.bay12forums.com/smf/index.php?topic=77912.0

there's another one floating around, but i've lost it and cannot find it.
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Bognor

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Re: How strong are traps anyway?
« Reply #9 on: July 22, 2011, 12:45:20 am »

Thank you for the help. Well my pain goal was building traps that punt enemies instead of just making them dodge.

Guess i should start adding that enormous hammer trap component to the ravs.

I'd think maces should be better than hammers for punting, being twice as large at 800 cc, and thus twice as heavy.  You could also mod mauls to be makeable by dwarves.  Surely 1300 cc of copper or silver would send a gobbo flying. 
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RAKninja

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Re: How strong are traps anyway?
« Reply #10 on: July 22, 2011, 02:10:59 am »

Thank you for the help. Well my pain goal was building traps that punt enemies instead of just making them dodge.

Guess i should start adding that enormous hammer trap component to the ravs.

I'd think maces should be better than hammers for punting, being twice as large at 800 cc, and thus twice as heavy.  You could also mod mauls to be makeable by dwarves.  Surely 1300 cc of copper or silver would send a gobbo flying.
no, not really.  for more than a tile or two of flight (if you are really lucky) you need something bigger than a maul.
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