Backyard Monsters Death Traps Guide
Backyard Monsters Death Traps Guide by PokeySlayer
OVERVIEW
-Hi there avid BYM players! It’s me again bringing you a comprehensive guide to help you better design your bases. This time I’ll focus on the Silo Death trap (SDT) and the Town hall Death trap (THDT). I made this as comprehensive as the other guides and practical enough for you guys to better build bases. To make this guide easier to understand I divided this into sections. Pictures with labels will be used to improve visual presentation and to better explain concepts presented.
DEFINITION
Backyard Monsters define death traps as a defensive concept in which the main purpose is defending a structure with the booby traps. But which structures are better protected with these traps? The answer is the silo, town hall and the outpost. Tower death traps are also made in which snipers, cannons, lasers, teslas, and ADTs are being protected with traps.
Why is a Silo death trap (SDT) or Town hall death trap (THDT) so important?
I replied to one thread before the new traps (heavy) came out and my response was….
PUTTING IT ALL TOGETHER
With five Silos in hand, a variety of designs can be made for the death trap along with the Town hall. Even with different designs made there is one main goal why the death trap is made and that is to force monsters to path the passageway or the entrance to reach the building triggering the traps killing the monsters in the process. In the death trap, monsters should not cause any breech in the wall making those traps useless. Let me show you the death traps I made using 4-5 silos and a TH. I’ll pinpoint the flaws instead so that you guys can learn from it.
-This is a simple design with 4 silos. The advantage of this design is that it only has 2 entrances. The downside to this is that if the enemy only attacks from one side then the traps leading to the entrance on the other side are not tripped.
-The drawback to this 5-silo design is that it has too many entrances (4) which mean not all traps will be triggered. The good thing is that pathing has been tested and it works.
-this design has 3 entrances. The only problem with this is that for example the enemy attacks at the TH entrance the traps there will have to be triggered. However once inside, the traps lined at the entrances leading to the bottom silos will no longer be triggered. Good thing is the TH entrance is hidden from view.
Some designs as well are like this:
Most players think that if towers or even bunkers are placed within the death trap they will ruin it. I say to them not at all times. In the example given above if the ADT will be protected by those traps then the death trap will still have protection against aerial attacks same goes with the laser which can destroy easily looting ground monsters.
TIPS
1.) Conceal entrances with other buildings eluding the attacker messing his attack.
2.) A much better design of the death trap goes from silo-silo-TH or the TH is the last destroyed just like my Atlantis SDT/THDT.
3.) Always test if the pathing works and that in any given circumstances the monsters do path those entrances and not munch on the wall.
4.) Remember the death trap parts. If one is missing it won’t be effective.
5.) Place the death trap structure at the center of the yard.
6.) Ensure that the NEC surrounding the death trap would either direct the monsters to it (leading them to the traps) or away from it (defend against aerial attacks).
7.) Experiment with trap placements whichever works best for your design.
8.) You can use as well the cage as a wall to save blocks.
9.) As much as possible more than 60% of your tower ranges protect the death trap.
How effective the death trap is, is evaluated with a simple checklist:
1.) Does the monster pathing work?
2.) How many entrances are there?
3.) How many traps are triggered?
4.) Is it eye-ra proof?
Keep thinking of new ideas in creating better death trap designs. Don’t just copy them from others, improve it. Or better yet create your own. Free your mind! (Morpheus from The Matrix movie).
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