Solutions to Holding on to Byte Wall
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Solutions to Holding on to Byte Wall
When you are keeping your rawr wall to save 4000 lumber to not waste on byte wall until the last second, there can be risks. For example the vampire can get rain of inferno, or golden tremble. There are three major solutions.
1) Put many layers of warning houses. Assuming each house takes 0.5 seconds to destroy, and the byte wall takes 15 seconds to make, the number of layers will depend on the distance of the pathway to your wall. Based on the math, ‘30 layers’ is recommended, but obviously that is an absurdly large number. Thus, using ensnare on the vamp while it is destroying houses will allow you to make far fewer layers. Since ensnare acts for 3 seconds, you will be allowed to make 6 fewer layers. That is when you should use bouncers to distract the vampire while it is destroying houses. The bouncers should be able to distract for at least 6 seconds. That leaves 12 layers of house construction. That is a whole lot more feasible.
2) “Spy houses”: Put a couple houses on bases in such a way that you can see the lower terrain where the main pathway is. This will allow you to see the oncoming of vampires from a very far distance which gives plenty of time to upgrade to byte wall. However, you should still build a few layers of houses just in case. I do warn you however, vamps can use “cloak.” The only major way to avoid this is to build a layer of houses on the pathway of the vamp forcing the vamp to attack it. The other less recommended manner is to build 1 aura wall instead of the spy house. Although this is 1000 lumber, you will still be saving 3000 lumber.
3) Positioning of bouncers: This method only works if vamp has rain of inferno. The range of rain is 300 meaning 2.5 house-radius. To compensate for this distance, you will have to build your wall at the highest possible point at the entrance (the point where the vamp can barely enter, but can’t). After that, put 2 houses in 1 layer directly outside of your wall, adjacent to the wall. So far the houses cover 1 house-units distance. Now the really tricky part is placing your bouncers in such a way that there is a 0.5 house distance between the houses and the bouncers. This way, the bouncers will take up 1 house-unit, the houses take up 1 house-unit, and the tiny 0.5 space will take up 0.5 house units to fully compensate for the 2.5 house unit distance. The reason the vampire cannot wind-walk, and enter through the bouncers is that the unit of space is 0.5 house units; It is impossible for the vamp to fit and will automatically be kicked outside when he attacks the houses. After this, the vamp uses his rain, but due to lack of distance, your wall will remain standing and will finally upgrade to the byte. And a possibility is, after the rain of inferno, they might windwalk in. That is when you should make one tent asap the mo ment the houses are destroyed, in fact you can use tents instead of houses. Yea, that might make things a lot easier. Whatever, that's the tips guide.
1) Put many layers of warning houses. Assuming each house takes 0.5 seconds to destroy, and the byte wall takes 15 seconds to make, the number of layers will depend on the distance of the pathway to your wall. Based on the math, ‘30 layers’ is recommended, but obviously that is an absurdly large number. Thus, using ensnare on the vamp while it is destroying houses will allow you to make far fewer layers. Since ensnare acts for 3 seconds, you will be allowed to make 6 fewer layers. That is when you should use bouncers to distract the vampire while it is destroying houses. The bouncers should be able to distract for at least 6 seconds. That leaves 12 layers of house construction. That is a whole lot more feasible.
2) “Spy houses”: Put a couple houses on bases in such a way that you can see the lower terrain where the main pathway is. This will allow you to see the oncoming of vampires from a very far distance which gives plenty of time to upgrade to byte wall. However, you should still build a few layers of houses just in case. I do warn you however, vamps can use “cloak.” The only major way to avoid this is to build a layer of houses on the pathway of the vamp forcing the vamp to attack it. The other less recommended manner is to build 1 aura wall instead of the spy house. Although this is 1000 lumber, you will still be saving 3000 lumber.
3) Positioning of bouncers: This method only works if vamp has rain of inferno. The range of rain is 300 meaning 2.5 house-radius. To compensate for this distance, you will have to build your wall at the highest possible point at the entrance (the point where the vamp can barely enter, but can’t). After that, put 2 houses in 1 layer directly outside of your wall, adjacent to the wall. So far the houses cover 1 house-units distance. Now the really tricky part is placing your bouncers in such a way that there is a 0.5 house distance between the houses and the bouncers. This way, the bouncers will take up 1 house-unit, the houses take up 1 house-unit, and the tiny 0.5 space will take up 0.5 house units to fully compensate for the 2.5 house unit distance. The reason the vampire cannot wind-walk, and enter through the bouncers is that the unit of space is 0.5 house units; It is impossible for the vamp to fit and will automatically be kicked outside when he attacks the houses. After this, the vamp uses his rain, but due to lack of distance, your wall will remain standing and will finally upgrade to the byte. And a possibility is, after the rain of inferno, they might windwalk in. That is when you should make one tent asap the mo ment the houses are destroyed, in fact you can use tents instead of houses. Yea, that might make things a lot easier. Whatever, that's the tips guide.
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Re: Solutions to Holding on to Byte Wall
Why do i make the longest most difficult to follow guides. I should just make videos of this crap. Waaay easier.
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