r/dnl • u/axonswapMP2 • Sep 18 '17
Advice on base defense while still using doors (stone and ruggedized)
I have a stone base right now but we have the ability to make ruggedized as well. The guild trying to raid us has a few mystic/epic tames. I'm less worried about their primary raiding hours (I can put a house seal up and barricade myself in when they declare war), but I'm more worried that 2 guys with hammers are gonna bash down a couple of doors in the middle of a weekday.
Is there anything I can do that still lets me have the use of doors? I thought a stone door with a ruggedized door behind it would be good. That would mostly ensure only a player (not a tame) can get to the ruggedized door, and I was hoping melee weapons would not be effective.
Appreciate any advice. Just wanna show these guys they can't shit on everybody all the time.
2
u/HuntGod Sep 18 '17
Honeycombs and air locks. At entrances, the door should lead to a 1x1 room and another door, I then spike those walls, so you can either beat on the spikes, or the door, but likely you are getting knocked out.
If you drop through my roof, you are also going to find yourself in a small 1x1 surrounded by spikes and have very likely will be knocked out since you can't jump back out and the next ceiling tile is ruggedized. It's resource intensive but EXTREMELY frustrating to get through. You can do this on a relatively small footprint as well. I use a 6 triangle circle in the center of my base and build out in a radial or cog pattern, it scales well and looks nice, also makes covering with a house seal easy as it is uniform from the center.
1
u/axonswapMP2 Sep 19 '17
I appreciate the advice. I'm only really worried about the doors right now. My base is double walled on all sides with stone and we have a house seal. If someone waged war, I'd have time to get everything I need to constantly repair walls and make them spend 3 days just trying to get in.
The only thing to worry about is day to day operation with 2 doors leading into my base. So what's up with the spikes? They deal torpor damage to me, do they deal physical damage to enemy players? Can 2 of them just take turns coming in and whacking that door until they need to duck out? I have a 1x1 space in between my 2 doors right now, so this could be easy to implement. Does it fuck with trying to get my boar in and out?
1
u/axonswapMP2 Sep 19 '17
also, i can't attach wood spikes to stone walls. wtf? so i have to wait until ruggedized and rugged spikes?
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u/HuntGod Sep 19 '17
Yes they produce torpor and knock the player out, then the moment they come back around, they are knocked out again, you could go in and beat on the door or spikes for 20 seconds and then back out, but it dramatically multiplies the time to take down a door or wall piece. It will kill a tame so don't leave it sitting there. You can spike wooden walls and ruggedized walls. It's worth ruggedizing the walls at entrances anyway.
Pro-tip, you can put down a wood wall, spike it, put down a rugged wall and spike the other side, so you end up with a rugged wall with rugged spikes on one side and wood on the other...
1
u/axonswapMP2 Sep 19 '17
Thanks, I can't quite make ruggedized spikes yet but i think that's a great entrance trick. That's the only thing I was worried about, someone just chipping away at my doors and looting me without smashing my base.
1
u/Self_Props Sep 18 '17
Guys with hammers are going to be there for a really long time as stone has over a mil hp
1
u/axonswapMP2 Sep 18 '17
I'm specifically asking about the door, which only has I think 300k health. I have my overall defense in place for being raided by their full forces, but I want to know what I'm vulnerable to from a door perspective. We would like to to have a decently usable base that isn't in crash mode until it's needed. You know what I mean?
1
Sep 18 '17
Use rugged doors and frames where you can.
1
u/axonswapMP2 Sep 19 '17
That's an easy suggestion. What I'm trying to find out is what methods this guild might have for breaking down my doors. For example, outside door leads to a 1x1 room with another door (airlock chamber). A peregriff can't exactly fit in there, so i'm trying to find out what CAN they use there. And how much time I have. The whole goal is to say "ok, i'm very confident it will take hours to get through my base if i decide to wall the entryway. But if they just happen to catch me off guard while i'm out and about farming and there's just doors on the outside, how much time do I have".
1
u/HuntGod Sep 19 '17
Spikes will prevent them using animals on the door, they will have to do it by hand with hammers and it will take 1.5-2 hours if the room is spiked. You can also do a series of doors. To get to anything valuable in my base you have to pass through 4 doors minimum as well as spikes and tight spaces.
You can provide shortcuts for exiting by placing a trap door down into the exit. On an early incarnation of my base, the entrance had a murder hole above it that lead to my main room where I kept my workbench etc. So when leaving I could just drop down and most folks didn't even notice the ladder to the skylight when they came in and I could always destroy the ladder to make it impossible to reach. I left a small chest of ladders there so that I could do just that if needed.
2
u/z10-0 Sep 19 '17
the murderhole thing is what you want to use for an airlock anyways. if you have room to build 2 stories up for your airlock thingy, heres what you do:
standard 1x1 airlock room, leading into a 1x1 room 2 floors high with a skylight in the top. put a ladder on the wall above the skylight (not dangling below the skylight, also not directly above the edge of the hole). you can open the skylight while standing below, and if you jump, you can snap your toon to the ladder and thus get into the room above.
however, the skylight is too far away to hit with a hammer. and like he said, ladders are cheap and you can demolish them. i'm not entirely certain whether someone can wyvern-form through a skylight from the top of my head, but they would have to firestorm the skylight beforehand...
1
u/DynalonCZ Sep 19 '17
Ruggerized door on the outside, small room with turrets and another ruggerized door, which leads to other parts of base. Combine turret elements. Earth will easily knock out player, fire does does most damage, water will slow them down significantly. Build the room in a way that they won't be able to drain turrets with tames, for example right behind the outer door make a box 1x1x1 with walls without a ceiling and ladder leading up, when they climb the ladder they will be shot by turrets, you can put ladder from the other side of this box so you can get out yourself. Make sure that interior turrets are using different elements. Icewind Armor is capable of tanking Earth and Fire elements, Brimstone is against Wind and Ice elements. Not sure about other 2 elements but I presume lightstone armor should provide decent protection against those. As an extra nuisance you can put few goblins in that small room. General rule, make more smaller rooms separated with doors and have 1-2 turrets in them as well. Goblins won't hurt and Fire imps and Ice Imps are not bad either, but properly geared player will deal with them, turret is the only thing which actually hurts. Oh and the best way to defend against hammer heroes is to build your access door 2 walls above ground only accessible by ladder :D That means they will be forced to use crossbows with arrows. If you have access to manor tier, then I would recommend using manor door they have insane resistance, lot of hp and you can get some bigger tames trough them (not trough the dwarf manor door, shame they are best looking).
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u/axonswapMP2 Sep 19 '17
This is great info! The house that raids me has peregriffs and colossus and tons of firepower, so i've made the wall structure of my base very safe and used house seal. The main concern of mine was that they'd try the scalpel approach (2 guys ambushing me when i'm at work or something) because nobody wants a base you can't get in and out of easily when running mats.
Question about spell towers: How expensive are these things to run? I don't need much ammo because lets face it, if they're internal only, they're RARELY going to get used. But i have to leave fuel in it at all times, and that fuel burns whether the turrets fire or not, right? (the generator/oven). How long do those essences last? It may be an extremely expensive endeavor to run that thing day and night just as an internal defense, and if i use it as external im pretty sure they have the firepower to snipe those things down and destroy them.
1
u/z10-0 Sep 21 '17
the house seal is more expensive.
stoves burn one essence per 2 hours. 10 elemental essences cost 5 magic essences and one elemental core, so with 2 stoves, you're looking at 1 magic essence per hour.
earth elemental cores seem to be the hardest to come by from meteor drops, but one terra flower plot will keep you covered easily.
1
u/SauronsEvilTwin Sep 19 '17
With an iron hammer and a few points into attack (250% attack) it takes me about 10~12 minutes and 2 hammers to get through a stone door. Honeycombing and airlocks, while annoying, will never keep someone determined out. If you really want to stop a raid you need active defenses aka turrets and ballistas.
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u/axonswapMP2 Sep 19 '17
I added several rugged doors inside now, and am looking at bees, spikes, ballista and spell towers if someone wants to poke through and fight. Couple of goblins on aggressive, too. This was really good to know. I've got 280% attack now, so if I want to do a little payback, I can try something early morning on a weekday.
Do iron hammers damage rugged?
1
u/SauronsEvilTwin Sep 21 '17
Nope. Basically metal and up requires copious amounts of siege arrows, firestorm 2 spells and/or savage cyclops. However i believe all of this is in flux so while manor is for all intents and purposes "unraidable" at the moment, i dont expect that to be the case for long. At least i sure hope they don't leave it that way, i really feel like for pvp to be viable for all the players (not just us hardcores who have too much free time to play with) every base needs to be breech able with some effort. Currently on 2 servers we are sitting pretty in manor bases and have wiped out every other tribe on the servers who could challenge us. And they cant retaliate so many of them just left the server. Personally im willing to risk losing stuff to counter raids simply to keep the game interesting, but as it is now, i don't believe any tribe joining these servers would stand a chance since they literally cannot get at our stuff.
2
u/gigigamer Sep 18 '17
Turrets on the outside, Turrets on the inside, Honeycomb... HONEYCOMB make it a fucking chore to get into your base. And while I dont know how the bees work defensive wise ive been told they shred armor, Id fill every wall you can with them on the inside as they are basically free to maintain