willymchilybily
Landscape Designer
spike traps.(there is a question comming)
I cant decide on the usefulness of spike traps. As the routes that can get them rely heavily on lethals. so if some one is going to attack them they will try to kill thiere lethals generally. so with spike traps if you get raped they will generally die to.
also with injuries they are good. but they dont permanantly kill the flack. unless the person is attacking unlawfully. then they kill 60+%. but they only stop around 20trops for each trap
so surely now sleepers are much more effective since injuries have come out. they only cost 12k and can stop 13 men with 1 trap. and that can go a bit lower. but generally against flack they can get 13:1 even as high as 17:1. sure they dont kill. but half the stuff you kill doesnt stay dead. so surely now with injuries spikes are relatively obselete.
i know i always keep a few million around. and they do marginally better against tractors than sleepers. but sleeprs dont die as easily due to them being a [NLT] which isnt as easy to target when there are lethals around. also i know spikes have some more armour. can give marginal amounts of armour to the sa' route when home. but nothing that makes any difference, and i know about multi tiered blockers.
so my question is....does any one else think we should change spike traps?....for a different unit, or just in a different way...or am i alone.
I cant decide on the usefulness of spike traps. As the routes that can get them rely heavily on lethals. so if some one is going to attack them they will try to kill thiere lethals generally. so with spike traps if you get raped they will generally die to.
also with injuries they are good. but they dont permanantly kill the flack. unless the person is attacking unlawfully. then they kill 60+%. but they only stop around 20trops for each trap
so surely now sleepers are much more effective since injuries have come out. they only cost 12k and can stop 13 men with 1 trap. and that can go a bit lower. but generally against flack they can get 13:1 even as high as 17:1. sure they dont kill. but half the stuff you kill doesnt stay dead. so surely now with injuries spikes are relatively obselete.
i know i always keep a few million around. and they do marginally better against tractors than sleepers. but sleeprs dont die as easily due to them being a [NLT] which isnt as easy to target when there are lethals around. also i know spikes have some more armour. can give marginal amounts of armour to the sa' route when home. but nothing that makes any difference, and i know about multi tiered blockers.
so my question is....does any one else think we should change spike traps?....for a different unit, or just in a different way...or am i alone.