Tem, pull the block above the smg turret and replace it with the corner bevel block. Place the slanted side so you can reach the turret easier. Or go with a ramp or something like that, open the line of site to the turret so you can select it easier.
Said this a couple of years ago. Zombie Apacolypse and I'm hunting youdown to design the base. I can build all of those traps easilly, get a crew gahering supplies and build things like forges and rain collecors. You design the defenses.
I know you like to do minimal upgrades when using an existing structure for a base, but the reason the zombies keep trying to dig through the walls is you haven't yet upgraded anything to either side beyond flagstone... which essentially doesn't exist other than as a placeholder. Since flagstone isn't something you can build, I think the zombies see it as not being there at all, and so see it as a 'clear path' to you. My suggestion is to upgrade the side walls to at least cobblestone; that way the HP will register with the zombies pathing AI, and they'll stop trying to work their way around.
@@GunsNerdsandSteel The zombies look for the pathway of least resistance, which means in programming world; they see the total value of block health in the pathway to get to you; aka 'the target' and head to you ASAP, thus meaning that if you upgrade all of the surrounding structures to steel first, but not the pathway that you want the zombies to walk on, then they should head right for you always, make sure that you include the blocks directly to your left and right, where you are standing when fighting the horde as well, not just up to the defensive line, but 1 or 2 blocks past it. I hope this helps. Great video mate! Keep them coming, gg. :D
You could invert the electric fences so you can repair them from the catwalk. And yeah, that broken block over behind the workbench was Cop spit. You'll need some security measures to protect your loot otherwise its gonna suck big time if they break the boxes.
Could just use some kind of thin wall, it'd be cramped but at least your stuff would be safe. You could also put a wall to protect the catwalk area from the pit side so you don't get shot by cops while repairing. Cool base design though; I might have to give something similar a shot in a future playthrough
Anytime you have a trap door setup position them so the frame is on its side and they walk on the open door. You close them to make them fall. They don't take as much abuse that way - have a difficult time hitting door frames edge-on when they're up like that. It doesn't matter much when you're up to using vault doors though.
Great episode as usual! Love the new improvements to the base. I would suggest that you set up 3 blocks back from each fighting hole, a simple flat plate wall of steel 3 blocks high; this will have the advantage of protecting everything behind the fighting positions, and also give you a quick place of cover, if you need it to reload everything.
You should swap the electric traps sending/recieving direction. If they are switched you should be able to make a window to the electric traps from the new railing and repair them and the blade traps!
3:00 if you take out that concrete plate you could put in one of those corner plates to protect the inside of that corner! It looks like you'll need to put steel around all of those entry ways so the zombies'll stop trying to go around through the wall!
Yeah I always struggle with those military bases. It’s tight quarters also with the land mines. You did well handling that. I might try what you did in the future. It’s all the rads in one spot that is a challenge.
Anytime a switch is broken like that at a POI, break the switch off the wall and it'll trigger the switch. Not only letting you inside, but also triggering any zombie spawns associated with the switch too.
With how effective the new base setup is, I think the next thing should be making the sides of the outer entrances of the fighting pathways be steel. That way, the zombies should be less inclined to try carving through the walls to reach you instead of going straight at the fighting position. Also, by making it just the outer sides be steel, it saves resources as opposed to upgrading the entirety of the doorways. A second idea is to build a 'wall' between the fighting position and the storage/crafting area. That way, even if the cops do miss you through the fighting position, they won't be able to wreck your stuff. And a third possibility is to replace the block above the SMG turret with something slanted in a way that lets you reach it easily, like a beveled window or a wedge-60.
You can resolve your worries about cop spit hitting your crafting/storage area by building a wall between them and the combat area to separate the spaces. It’ll be a bit less convenient to access stuff during the hoard but that’s better than losing things to projectiles you don’t want to tank with your face. 😜
You should upgrade those first blocks next to the entrance to poles to steel to deter zombies from clawing through them. And also the corner blocks to concrete next to the blade traps incase you get another 300% block damage
The problem with leaving your pathway to repair stuff is it'll put them into rage mode - so it might not be a benefit doing repairs on traps if they take out a mess of blocks. That's why you want your traps right next to you so you don't have to leave your murder hole.
I mean when you do move back to your position most of them will follow you to there - but then you might get a couple that get stuck on beating on blocks and just a couple can rip out a half a wall during hordes if you let them.
One time I put about 20 deep of iron spikes all around my base - and on a horde night I seen a big Momma bashing on them. So I let her do her thing and just her alone took out 10 iron spikes before dying on them - and that was just a regular big Momma in rage mode.
I wonder if it might be worth experimenting with pressure plates to control the vault doors, so that a particular lane is only open when you are standing in front of i.. Might be able to 'nudge' the zombie pathing by just stepping away & back in a lane, to close/open the door. :)
Saw you mention carving out the scaffold ladders last episode. Figured you'd do it before you saw any comment I made, so I would sit back and watch. You could replace the block above the smg turret with a 3d truss block for better ease to reach through. You need to raise Joel's trader stage, so quests and Daring Adventurer are the way to go to get that solar cell. Good Luck.
Put e traps horizontally along the inner walls especially where the major forced intrusions are. Plus the blade traps should be really relocated near the fall zones of your walkway. They wont last but that will centralize the flow.
LOL he been talking about moving his shit since week one. Nah. why move it lets just open a hole in the floor for cop puke. LOL loving the series man. My first one of yours I've watched
Nice episode... but your base state is causing my 7D2D OCD to scream... wood, cobble, concrete, all in mixture with no order or symetry. Also, one more loot bag remained in the end... in the pit. And yes, flip the electric fences for easier repair. Might I suggest one or two more across all three walkways, knee height, in front of the fighting position?
I've completed a tier V infested few days ago and that wasn't easy but I survived and reward is great but today I wanted to try tier 6....HOLY CRAP...that POI was huge and all RADS inside with 1000-+ health and wasn't easy to find them all and I choose to use cheat "GOD" at the end because that POI was big as I said,zombies was tough and even with cheat I almost quit with that but eventualy I found last 7 zombies I think 😅 and never again tier 6....so hard.
hey nice episode :) btw the Fort that you did with the many soldiers is bugged in A21. in order to progress you have to destroy the button next to the vault door to get into the bunker. normally that button should open it and spawn zombies that run out of it.
oooo that reflex looks bad on the dmr , i believe there is a hatch you missed in the concrete gatehouse in the left corner wen you come in . can you not get the solar cell out off scraping solar banks you already seen some on poi's you looted . love the content
The fort whatsit poi is bugged. I'm pretty sure you have to destroy the button on the bunker entrance building to complete the quest if it's a clear quest to trigger the last zombs. Not relevant here, but that opens the topside bunker door.
if you were to upgrade all the blocks on either side of the opening for the zombies to steel, they should stop trying to carve a path through the walls
You mention being in the iron age and it brought something to mind. It seems like none of you youtubers setup shop in other biomes outside of specific challenges. Its just funny because since its always the forest the complaint about the loot level staying low is always being made. It would be fun if you setup more games in snow or even desert biomes not as part of a challenge, but just because why the heck not? Yeah its a little harder (especially snow) but it has such rich rewards for doing it too! Honestly, desert one is super rare and having the birds and coyotes keeping you on your toes might be fun.
His frostbite series was one where he was in the snow biome basically the whole time, with the exception of a few excursions into other biomes for oil shale or quests or some such.
@@mr.calamity8886 Yes I watched that series, and as I said in my post, they only seem to do that for specific snow biome related challenges. I was saying its strange that unless there is a challenge focused specifically around a biome they always choose to setup in the forest and then complain about how bad the loot sucks. And that it might be nice to see a few series done in the other biomes without that being the focus of it.
@@chrishubbard64 Fair enough, makes sense. I think the reason they tend to do that is because the forest is the easiest place to set up a base while you are weak in your early game. By the time you level up enough to feel comfortable setting up a base in the snow or the wasteland, you've already leveled up a nearby trader and set up a lot of infrastructure that is a pain to move. At some point, getting better loot is not worth the hassle of uprooting where you are, though the alternative is to have a slow and frustratingly cautious early game. I don't know if there's a correct answer, I've found watching GN&S play is more fun than playing it myself.
@@mr.calamity8886 Honestly, for the longest time I was obsessed with running for the snow every new game I played. I even learned how to mod a map so its entirely snow (before they added the sliders to the game) Just because i found it to be the PERFECT mix of challenge and loot and fun. Wasteland is just way too much with endless respawns and desert is kinda meh, but the snow biome? Yeah thats a fun rough challenge with a great bonus to loot.
Fantastic episode as always - I think I'd be tempted to put scaffolding ladders 3-4 blocks back from your fighting position as a sort of "cage", so that your gear is all protected and when you're using gunpower you can stand there and also be protected from cop spit. Mind you, it might look horrendous and I know you like things to look good :D
This is always the most fascinating point in a run - the point where you and the hordes are all more or less even in terms of power and advantage goes to the side with the fully functioning brains. A quick automation question for the class - is it possible to build a NOT gate in 7D2D? I was thinking of a latter convenience upgrade for the base. Put down pressure plates at each fighting position and set the circuit up so that if Tem is NOT standing on one of them, power flows to a SMG turret set on overwatch in the corridor. That way, when Tem steps away to repair things or efill the downstairs turret, the SMG keeps suppressing things for him.
Hey Tem, It feels like early in the video you are losing several FPS. I don't know about your other viewers, but I'm finding it a little jarring. I'm not telling you to change it unless others are having issues as well. The edited cuts feel fine. It is just the frame drops that are affecting me to an extent. It feels like I'm watching a flashing light whenever the frame drops occurs. At 6:27, it feels like the frame issue clears up.
Tem, pull the block above the smg turret and replace it with the corner bevel block. Place the slanted side so you can reach the turret easier. Or go with a ramp or something like that, open the line of site to the turret so you can select it easier.
haha you and I think alike! I made this exact change in the next episode!
Was gonna say the same. lol
The deer just casually walking up the stairs during hoard night was hilarious
Came to say the same thing. It was hilarious 😂
Same here 😂
"Happy little accident" missed the chance to be holding a paint brush while saying it xD
Said this a couple of years ago. Zombie Apacolypse and I'm hunting youdown to design the base. I can build all of those traps easilly, get a crew gahering supplies and build things like forges and rain collecors. You design the defenses.
I know you like to do minimal upgrades when using an existing structure for a base, but the reason the zombies keep trying to dig through the walls is you haven't yet upgraded anything to either side beyond flagstone... which essentially doesn't exist other than as a placeholder. Since flagstone isn't something you can build, I think the zombies see it as not being there at all, and so see it as a 'clear path' to you. My suggestion is to upgrade the side walls to at least cobblestone; that way the HP will register with the zombies pathing AI, and they'll stop trying to work their way around.
I think you're right, but they're still doing it even when upgraded to concrete. We'll have to see how they react when I get it to steel
@@GunsNerdsandSteel The zombies look for the pathway of least resistance, which means in programming world; they see the total value of block health in the pathway to get to you; aka 'the target' and head to you ASAP, thus meaning that if you upgrade all of the surrounding structures to steel first, but not the pathway that you want the zombies to walk on, then they should head right for you always, make sure that you include the blocks directly to your left and right, where you are standing when fighting the horde as well, not just up to the defensive line, but 1 or 2 blocks past it. I hope this helps. Great video mate! Keep them coming, gg. :D
You could invert the electric fences so you can repair them from the catwalk. And yeah, that broken block over behind the workbench was Cop spit. You'll need some security measures to protect your loot otherwise its gonna suck big time if they break the boxes.
Could just use some kind of thin wall, it'd be cramped but at least your stuff would be safe. You could also put a wall to protect the catwalk area from the pit side so you don't get shot by cops while repairing. Cool base design though; I might have to give something similar a shot in a future playthrough
@@XionTyran If he had just put the platforms there, he could have used the scaffolding on it instead of the railings.
A lone deer is wandering into the base at 28:19
You put so much effort into editing everything. Love all the series.
Maybe swap the receiving end of the electric traps and you could repair them like the blade traps?
Great horde! AP rounds are invaluable when you can get them lined up like they do in your base. But... splash guard for all your hard-won stuff.. 😃
Anytime you have a trap door setup position them so the frame is on its side and they walk on the open door. You close them to make them fall. They don't take as much abuse that way - have a difficult time hitting door frames edge-on when they're up like that.
It doesn't matter much when you're up to using vault doors though.
Good stuff. :) If you reverse the electric fences you could repair those too during the horde.
Yeah I going to look into installing a railing and reversing direction so I can do that :)
Great episode as usual! Love the new improvements to the base. I would suggest that you set up 3 blocks back from each fighting hole, a simple flat plate wall of steel 3 blocks high; this will have the advantage of protecting everything behind the fighting positions, and also give you a quick place of cover, if you need it to reload everything.
Protective wall coming soon!
You should swap the electric traps sending/recieving direction. If they are switched you should be able to make a window to the electric traps from the new railing and repair them and the blade traps!
3:00 if you take out that concrete plate you could put in one of those corner plates to protect the inside of that corner! It looks like you'll need to put steel around all of those entry ways so the zombies'll stop trying to go around through the wall!
Thank you Tem. I enjoyed the video.
Yeah I always struggle with those military bases. It’s tight quarters also with the land mines. You did well handling that. I might try what you did in the future. It’s all the rads in one spot that is a challenge.
Anytime a switch is broken like that at a POI, break the switch off the wall and it'll trigger the switch. Not only letting you inside, but also triggering any zombie spawns associated with the switch too.
You my friend is soo funny ,lol you just go marching in the bunkers with out looking like I do ,hehe😂😂😂, funny.
With how effective the new base setup is, I think the next thing should be making the sides of the outer entrances of the fighting pathways be steel. That way, the zombies should be less inclined to try carving through the walls to reach you instead of going straight at the fighting position. Also, by making it just the outer sides be steel, it saves resources as opposed to upgrading the entirety of the doorways. A second idea is to build a 'wall' between the fighting position and the storage/crafting area. That way, even if the cops do miss you through the fighting position, they won't be able to wreck your stuff. And a third possibility is to replace the block above the SMG turret with something slanted in a way that lets you reach it easily, like a beveled window or a wedge-60.
You can resolve your worries about cop spit hitting your crafting/storage area by building a wall between them and the combat area to separate the spaces. It’ll be a bit less convenient to access stuff during the hoard but that’s better than losing things to projectiles you don’t want to tank with your face. 😜
loving this series man keep these videos coming and i dont even think i would survive 1 day on what ur doing man
You should upgrade those first blocks next to the entrance to poles to steel to deter zombies from clawing through them. And also the corner blocks to concrete next to the blade traps incase you get another 300% block damage
The problem with leaving your pathway to repair stuff is it'll put them into rage mode - so it might not be a benefit doing repairs on traps if they take out a mess of blocks. That's why you want your traps right next to you so you don't have to leave your murder hole.
Like you can mount blade traps out in front of you so you can repair them right there in your face.
I mean when you do move back to your position most of them will follow you to there - but then you might get a couple that get stuck on beating on blocks and just a couple can rip out a half a wall during hordes if you let them.
One time I put about 20 deep of iron spikes all around my base - and on a horde night I seen a big Momma bashing on them. So I let her do her thing and just her alone took out 10 iron spikes before dying on them - and that was just a regular big Momma in rage mode.
I wonder if it might be worth experimenting with pressure plates to control the vault doors, so that a particular lane is only open when you are standing in front of i..
Might be able to 'nudge' the zombie pathing by just stepping away & back in a lane, to close/open the door.
:)
Saw you mention carving out the scaffold ladders last episode. Figured you'd do it before you saw any comment I made, so I would sit back and watch. You could replace the block above the smg turret with a 3d truss block for better ease to reach through. You need to raise Joel's trader stage, so quests and Daring Adventurer are the way to go to get that solar cell. Good Luck.
Put e traps horizontally along the inner walls especially where the major forced intrusions are. Plus the blade traps should be really relocated near the fall zones of your walkway. They wont last but that will centralize the flow.
LOL he been talking about moving his shit since week one. Nah. why move it lets just open a hole in the floor for cop puke. LOL loving the series man. My first one of yours I've watched
I'd really like to see a one-off video of you going back to the Vanguard Base and updating it since the last time you used it.
Who needs ladders when you have tier 4 parkour? HARDCORE PARKOUR!
Nice episode... but your base state is causing my 7D2D OCD to scream... wood, cobble, concrete, all in mixture with no order or symetry. Also, one more loot bag remained in the end... in the pit. And yes, flip the electric fences for easier repair. Might I suggest one or two more across all three walkways, knee height, in front of the fighting position?
Flip those electric fences!
Catwalk thoughts: Turn it back into the wall just before the area where the zombies knock holes in the wall?
"Overrated" oh this gonna be good... 😆
I've completed a tier V infested few days ago and that wasn't easy but I survived and reward is great but today I wanted to try tier 6....HOLY CRAP...that POI was huge and all RADS inside with 1000-+ health and wasn't easy to find them all and I choose to use cheat "GOD" at the end because that POI was big as I said,zombies was tough and even with cheat I almost quit with that but eventualy I found last 7 zombies I think 😅 and never again tier 6....so hard.
hey nice episode :) btw the Fort that you did with the many soldiers is bugged in A21. in order to progress you have to destroy the button next to the vault door to get into the bunker. normally that button should open it and spawn zombies that run out of it.
11:34 he died like he was in some kind of Lego game 🤣
Don't know if I'm going crazy but the music sounds like the music from twin peaks lol
Good hoard mate, thanks Tem, cheers cobber.
I may be wrong but I think the 2x scope on the modded rifles has a custom scope which has a better zoom than the red dot and better peripherals.
oooo that reflex looks bad on the dmr , i believe there is a hatch you missed in the concrete gatehouse in the left corner wen you come in . can you not get the solar cell out off scraping solar banks you already seen some on poi's you looted . love the content
Infested POIs are crazy
100 days in permadeath in the future?, love that mods of weapons
it seems you have a 8x scope for your sniper you might want to give the 4x to the semi auto one so you can have long and medium range of combat
Put some points into deffense pen for sniper rifles it will melt the zombies in this kind of base
The fort whatsit poi is bugged. I'm pretty sure you have to destroy the button on the bunker entrance building to complete the quest if it's a clear quest to trigger the last zombs. Not relevant here, but that opens the topside bunker door.
if you were to upgrade all the blocks on either side of the opening for the zombies to steel, they should stop trying to carve a path through the walls
might be a little bit waste of steel but maybe steel blocks by the catwalk area
You mention being in the iron age and it brought something to mind. It seems like none of you youtubers setup shop in other biomes outside of specific challenges. Its just funny because since its always the forest the complaint about the loot level staying low is always being made. It would be fun if you setup more games in snow or even desert biomes not as part of a challenge, but just because why the heck not? Yeah its a little harder (especially snow) but it has such rich rewards for doing it too! Honestly, desert one is super rare and having the birds and coyotes keeping you on your toes might be fun.
His frostbite series was one where he was in the snow biome basically the whole time, with the exception of a few excursions into other biomes for oil shale or quests or some such.
@@mr.calamity8886 Yes I watched that series, and as I said in my post, they only seem to do that for specific snow biome related challenges. I was saying its strange that unless there is a challenge focused specifically around a biome they always choose to setup in the forest and then complain about how bad the loot sucks. And that it might be nice to see a few series done in the other biomes without that being the focus of it.
@@chrishubbard64 Fair enough, makes sense. I think the reason they tend to do that is because the forest is the easiest place to set up a base while you are weak in your early game. By the time you level up enough to feel comfortable setting up a base in the snow or the wasteland, you've already leveled up a nearby trader and set up a lot of infrastructure that is a pain to move. At some point, getting better loot is not worth the hassle of uprooting where you are, though the alternative is to have a slow and frustratingly cautious early game. I don't know if there's a correct answer, I've found watching GN&S play is more fun than playing it myself.
@@mr.calamity8886 Honestly, for the longest time I was obsessed with running for the snow every new game I played. I even learned how to mod a map so its entirely snow (before they added the sliders to the game) Just because i found it to be the PERFECT mix of challenge and loot and fun. Wasteland is just way too much with endless respawns and desert is kinda meh, but the snow biome? Yeah thats a fun rough challenge with a great bonus to loot.
Yo yo GNS….any chance of a Fallout 4 walkthrough??
you might want to start doing quest for Bob to improve what he has to buy
Fantastic episode as always - I think I'd be tempted to put scaffolding ladders 3-4 blocks back from your fighting position as a sort of "cage", so that your gear is all protected and when you're using gunpower you can stand there and also be protected from cop spit.
Mind you, it might look horrendous and I know you like things to look good :D
Man the rads are numerous in this series! I blame the X factor! 😅
This is always the most fascinating point in a run - the point where you and the hordes are all more or less even in terms of power and advantage goes to the side with the fully functioning brains.
A quick automation question for the class - is it possible to build a NOT gate in 7D2D? I was thinking of a latter convenience upgrade for the base. Put down pressure plates at each fighting position and set the circuit up so that if Tem is NOT standing on one of them, power flows to a SMG turret set on overwatch in the corridor. That way, when Tem steps away to repair things or efill the downstairs turret, the SMG keeps suppressing things for him.
Put the x4 scope on the DMR and the x8 on the bolt action.
weird cuts around the 16:00 mark. Thought it was my laptop or connection buffering.
Bye bye all the boxes on the walls
Close, but no 😁
Might wanna put those scaffolding bars in front of your boxes instead?
I wonder, if there's a block zombies don't like pathing over could you make a moat out of them to sabotage their AI
That damn Button glitch for POI’s is really annoying. To ‘Fix’ it you gotta break the button that’s not working.
You should try out the aircraft carrier mod challenge. i think its right up your street GNS
POI Infested: POIs will contain extra zombies ===> what the name mod
나도 당신처럼 멋지게 집을 짓고싶어요!
How do you get the different weapons? Thank you for the content!
Would not recommend doing that test with molotov cocktails
OK so there are AP rounds, when they going to add API? or tracers?
Cursed blocks, headshot rampages, magically hovering zombie torsos... sure you're not playing Rebirth?
Hey Tem,
It feels like early in the video you are losing several FPS. I don't know about your other viewers, but I'm finding it a little jarring. I'm not telling you to change it unless others are having issues as well. The edited cuts feel fine. It is just the frame drops that are affecting me to an extent. It feels like I'm watching a flashing light whenever the frame drops occurs. At 6:27, it feels like the frame issue clears up.
From which mod this 44 bullets? I'm mean from which mod this guns
9:44 That's what she said! =|
Isn't it four "times" scope? - as in 4 times magnification? Why are people saying 4 "ex" now?
Anyone else see a horse near the end of the night walking up the stairs? Lol
It was a deer
The zombie pathing is such garbage and idk that the devs care
Don't do building films it's so boooooring...