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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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 Re: (now a zombie killing effectiveness thread)
Its not really all that hard. Maybe an hour or two. Zombies don't pick up their feet, so it's fine. Just set up a tripwire.
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Sun Nov 08, 2009 9:21 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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 Re: (now a zombie killing effectiveness thread)
Or you could learn a lesson from HL2, and place spinning blades inside slits along a corridor. Those'd slice up any zombies nice'n'gud.
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Sun Nov 08, 2009 9:26 pm |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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 Re: (now a zombie killing effectiveness thread)
just remember one thing
kill all sons' a ♥♥♥♥♥es
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Sun Nov 08, 2009 10:40 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: (now a zombie killing effectiveness thread)
Them's my Official Instructions.
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Sun Nov 08, 2009 11:03 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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 Re: (now a zombie killing effectiveness thread)
CrazyMLC wrote: Its not really all that hard. Maybe an hour or two. Zombies don't pick up their feet, so it's fine. Just set up a tripwire. I prefer having a base on a bridge, that spans something dangerously far below, or deep, and then start rigging snares. Heh, hanging zombies would be fun, if they weren't so decayed, but seeing them plummet into an abyss is still fun. You know what else is fun, a base that is placed around a giant furnace, just fuel with zombies, and filter through the ashes for metal objects!
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Tue Nov 10, 2009 4:54 am |
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TomThom
Joined: Sun Oct 18, 2009 1:54 am Posts: 139
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 Re: (now a zombie killing effectiveness thread)
Foa wrote: CrazyMLC wrote: a base that is placed around a giant furnace, just fuel with zombies, and filter through the ashes for metal objects! not going to mention what this would remind most people of. anyway, i would just like a drawbridge. there. problem solved. zombies falling to their doom below works fine for me. i'll just read a book 
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Tue Nov 10, 2009 5:00 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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 Re: (now a zombie killing effectiveness thread)
TomThom wrote: Foa wrote: CrazyMLC wrote: a base that is placed around a giant furnace, just fuel with zombies, and filter through the ashes for metal objects! not going to mention what this would remind most people of. anyway, i would just like a drawbridge. there. problem solved. zombies falling to their doom below works fine for me. i'll just read a book  I totally said that, yep.
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Tue Nov 10, 2009 5:09 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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 Re: (now a zombie killing effectiveness thread)
Meh, just get a few catapults, and some other things, and you can make catapulting traps, hilarity yes, resetting them not fun.
*Fwing* [GROOOoooooooannan!!!]
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Tue Nov 10, 2009 4:08 pm |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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 Re: (now a zombie killing effectiveness thread)
Have a narrow corridor that had two spinning horizontally orientated saw blades at about waist height that overlap each other, and have additional saw blades that are smaller and are oriented vertically that will chop the dead zombies to more managable bits. Find a way to power all of these with a generator that runs off of dead zombie flesh. Place the container for the fuel tank directly under the vertical blades, in a small pit. Voilà, a self sufficent zombie killing corridor.
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Tue Nov 10, 2009 4:50 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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 Re: (now a zombie killing effectiveness thread)
What about some defenses/weapons if we are fighting People who have been taken over by nanites? I take it we are rather dead in that scenario?
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Tue Nov 10, 2009 10:01 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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 Re: (now a zombie killing effectiveness thread)
This is about the good ole' shambling zombies that can barely walk. Also, would those people even qualify as zombies?
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Tue Nov 10, 2009 10:02 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: (now a zombie killing effectiveness thread)
No, those would qualify as robots, and there is an entirely different book for THAT scenario.
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Tue Nov 10, 2009 10:45 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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 Re: (now a zombie killing effectiveness thread)
And a couple of films. Both of which involve copious amounts of logic and physics breaking.
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Tue Nov 10, 2009 11:21 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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 Re: (now a zombie killing effectiveness thread)
Hyperkultra wrote: No, those would qualify as robots, and there is an entirely different book for THAT scenario. No, they'd be ZOMBORGS!!!
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Wed Nov 11, 2009 1:47 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: (now a zombie killing effectiveness thread)
Tomaster wrote: Have a narrow corridor that had two spinning horizontally orientated saw blades at about waist height that overlap each other, and have additional saw blades that are smaller and are oriented vertically that will chop the dead zombies to more managable bits. Find a way to power all of these with a generator that runs off of dead zombie flesh. Place the container for the fuel tank directly under the vertical blades, in a small pit. Voilà, a self sufficent zombie killing corridor. except when your saw blades break and your axles and motor bearings all die for lack of lubrication and maintenance
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Thu Nov 12, 2009 4:23 pm |
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