In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.
Discussion in 'UO Factions' started by irunfromreds, May 29, 2008.
which are the best to have Vs stealthers???i heard explosion kills in one hit, is this true?
If they have 60 or better fire resist it will reveal them, but probably not kill them.
Don't forget that each type of trap is limited in where you can place it:
Gas (poison) traps can only be placed inside your own faction stronghold.
Explosion traps can be placed in any faction town, regardless of whether your faction controls the town.
Saw and spike traps can be placed in any town your faction controls. (I have yet to see anyone use these.)
If you are in COM or TB and control the town where your stronghold is located, it is a fairly common practice to place explosion traps on the last set of "town" tiles and then place gas traps next to them on the first row/column of stronghold tiles. You will also occasionally run into TB or COM factions that have placed a tinker in multiple factions and will use their own traps and those of an enemy faction or two to keep one or two other factions out of their stronghold. It is indeed quite stunning to detect 45 traps arrayed in front of a base, especially when there are also turreted guards outside the stronghold entrance. Can you say the word, "Overkill"?
use poison shurikens to poison the guards they heal but wont cure
Turrets are ineffective. Shurikens and explosion potions decimate them in short order.
Using multiple factions traps is pretty dishonorable. I can understand, maybe, TB using up an inactive faction's gas traps, since that base is the size of a small city with very few choke areas. Any half-assed thief can make a mockery of that base, no matter the defense. It takes a constant 10-hours of straight work to keep that base locked down against stealthers logged in the base, and then actually killing said stealther in said ginormous base is a whole 'nother game.
Still, 30-45 explosions on the bridge is just sick, wrong, and cheap.
Unfortuantely, the fact is, without traps/guards CoM and TB bases are the hardest to defend. Minax and SL are both small, compact, and very very fieldable. They are also set up prime for ambushes and trapping entire groups in a small killing field.
SL's layering also allows for ridiculous thief detection...detect, especially passive, shouldn't go through 2 floors like that. A single person with detect hidden put in the corner of the sig room can keep all thieves from getting in hidden.
Yes, the TB base can be a challenge to defend. It is a good faction to join if you want to get a lot of time in playing a tracker/detector character.