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[228] Simple yet Proper spike pit design

Discussion in 'Builder' started by Otreum, Dec 5, 2011.

  1. Otreum

    Otreum Shipwright

    Messages:
    17
    I noticed many times during online play that people make their spike pits as a small square pit with spikes at the bottom and sides, which generally works and traps enemies inside of it, however for little effort and extra effectiveness, I have found that making spike pits with a rough floor does more damage than a flat spike pit.

    So what I generally have been doing is firstly making a deep enough and wide enough spike pit, with a wall on the edge of it. A team bridge going across etc.
    At the bottom of the spike pit, I place a raised block every 3 blocks, then proceed to cover the spike pit over.

    This means that when a knight falls in. He must jump in order to move across the spike pit. As you all know, when you do this, it hurts, the only way to safety is having a builder handy.

    Ideally the floor of the pit should look like this all the way along the floor.

    [​IMG][​IMG][​IMG]
    [​IMG][​IMG][​IMG][​IMG][​IMG]
    [​IMG][​IMG][​IMG][​IMG][​IMG]

    This is no original idea for sure, but it would be great to see more people using it.

    Another idea that came across my mind was inspired by the game "Panchinko" which would be more effective against a builder who may land in the spike pit ...you could probably use your imagination for how that would work, however I am yet to test it.
     
    FuzzyBlueBaron, AJ, Acavado and 3 others like this.
  2. Klokinator

    Klokinator Such Beta
    1. Aphelion's Roleplay

    Messages:
    1,443
    Thank you, I keep telling people to do this but they are derps and dont listen. I might be wrong and it'll take some testing, but I think just a lower block every two blocks makes a bump that hurts the enemy. We will see lol.
     
  3. Downburst

    Downburst Mindblown Global Moderator Forum Moderator Donator Tester

    Messages:
    1,813
    Why would you make a spikepit on the ground, the 1st knight that ends up in there will just dig and your spikes wont hurt any more, other than that it's and ok idea to place some obstacles in the spikepit.
    It's just that every spikepit you make should be high enough so they wont be able to get out anyway.
     
  4. Klokinator

    Klokinator Such Beta
    1. Aphelion's Roleplay

    Messages:
    1,443
    A knight stuck in a pit might not be able to get out, but he has two very useful options.
    1. Suicide. This allows him to retry. Pretty stupid, but whatever.
    2. Use Up+Shield to make a safe stepping stone for another knight and/or builder. He becomes the pathway for others who follow. Honestly, if people had more teamwork they could surpass every obstacle. I end up being the only knight on the field 99/100 times who even uses shield boosting, and it's 4x more frustrating when the other knights don't realize that you can stand on my shield for leverage! LEARN2KNIGHT PROPERLEE.
     
  5. Otreum

    Otreum Shipwright

    Messages:
    17
    I should have used the stone block tiles in the image rather than dirt sorry. (I have updated the main example)
    You are right Downburst that they can just dig down, but that does leave them rather exposed against archery fire. I am yet to see a knight dig down but this is definately a valid point.

    The main reason I brought this thread up was we had a frontal tower which was only 2 blocks wide and honestly crap. Behind that was a tower I had built which was designed to be out of range of catapults, able to defend against bomb jumpers (nice spikey L shaped landing pad up top with the same designed as what I mentioned earlier, easy access for team members to get through, a safe and secure catapult hole (I have tested placement of blocks to put a catapult in which would give them cover from falling arrows and arrows coming from above. The only arrows that can get in are arrows shot almost directly across. The catapult only fires from one point no matter the strength, so as long as there is a gap for that point, then it is ok to fire a catapult without destroying your own castle blocks.)

    So getting back off my tangent there, one guy landed in a spike pit at the base of the tower and could happily just walk from one side to the other after landing, which only took 1 heart off him. He then put shield up, more guys landed in there, they created a shield ladder, eventually hacking away at the wall to create their own terrain ladder, in time, they breached the castle weak point using builders (the team doors) and we got overrrun. However every time I create the proper spike trap design, nobody gets close to the tower let alone over it, as after 3 hits on the spike traps, they are dead.
     
  6. Foxodi

    Foxodi KAG Guard Tester

    Messages:
    433
    Some of the best killing sprees can be achieved by being a knight stuck in the enemy base in a spike pit; you just need 1 safe spot to jump up to make them fall in with you; and it never hurts to have bombs.
     
    Otreum likes this.
  7. Noburu

    Noburu Dirty, DRUNK, Hillbilly Forum Moderator Donator Tester

    Messages:
    1,809
    Pretty sure this exact design has been suggested before.
     
  8. Jackard

    Jackard Base Burner

    Messages:
    852
    i usually make the fingers longer than that. maybe 3-4 high. but i dont waste time with spike pits much anymore. take too long, pretty much only worthwhile as moat for main
     
    Noburu likes this.
  9. Downburst

    Downburst Mindblown Global Moderator Forum Moderator Donator Tester

    Messages:
    1,813
    Yea digging takes long, that's why I usually just make one one myself at the start, costs a lot of stone but that doesnt matter by then.
     
  10. ComboBreaker

    ComboBreaker Horde Gibber

    Messages:
    392
    Murder time.
     

    Attached Files:

  11. Klokinator

    Klokinator Such Beta
    1. Aphelion's Roleplay

    Messages:
    1,443
    That second trap is truly brilliant. It lets knights get the crap shot out of them by archers. Truly, one of the smartest things ever.
     
    ComboBreaker likes this.
  12. ComboBreaker

    ComboBreaker Horde Gibber

    Messages:
    392
    Yay,someone liked it!
    Both pictures show the same trap :D
    Its hard to see even for allies,so rushing attackers won't recognise it for good 2-3 deaths.
    You can add trapbridges inside spike pit to disguise that murderhole even more.

    Murderhole like this can be done practically anywhere,but it works best when it is in the most unexpected and "weak" places,like sidewall of pit,under teamdoor on wall,etc

    *I've tried it ingame - really satisfying to shoot immobile helpless survivors down the pit - bridge builders gets shot right in their spammy faces )
     
  13. BlueLuigi

    BlueLuigi :^) Forum Moderator Donator Tester

    Messages:
    3,620
    Wow that trap is badass, gotta try it.
     
    Klokinator likes this.
  14. Otreum

    Otreum Shipwright

    Messages:
    17
    That's a simple yet awesome idea, I had always thought "put an archers hole level with the top of the pit" but with the addition of this also, it would be a nightmare to attack :D
    Nice work ComboBreaker ;)
     
  15. FuzzyBlueBaron

    FuzzyBlueBaron Warm, Caring, Benign, Good and Kind Philanthrope Global Moderator Forum Moderator Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    2,508
    I'll get around to posting some of my thoughts on building sooner or later, but just as a suggestion to all those who hate digging spike pits: try laying down a stretch of undulating spikes directly on top of the ground.

    It saves on valuable building phase time (no digging), and if laid between your main wall and the keep around the flag it can cause bombjumpers and a enemies who've suddenly broken though a LOT of grief.

    Of course, you'll need to build trapbridges to allow your own team to cross, and there are a bunch of other things you can ad to it, but that's another post... :)