#About cannon traps

1 messages · Page 1 of 1 (latest)

plain kettle
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So is it my imagination, or are the cannon traps basically impossible to use properly right now? They activate at 1000+ HP, so if you set them up first, they'll waste themselves on the 2nd and 3rd most powerful enemies, which you don't want. If you set them up last, they'll have gone through a bunch of your projectile traps and used up the ammo from them and set them to reload (messing up getting rid of the other guys), and probably died before they hit the cannon trap. IMO this could easily be fixed by setting the min HP to 10000 or 7500 or something so you can set them up first.

rustic gust
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Frankly, it would be nice if you could adjust just every trap to only fire when the enemy has a specific amount left.

Could work similar to how you adjust production in job blocks.
Have a slider for each trap type and 5 configurations and then you can change how much HP the enemy must have at least left for the trap to fire.

That would allow you to get the most bang out for your buck for every single trap if you want to (but still allows you to have traps as a "last line of defense" by setting them to 0 HP min., thus they fire at any stragglers at the end.

tidal flume
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I like the idea Yinan has. As everyone builds differently being able to set the amount sounds logical.

latent mural