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Everything posted by DDRKirby(ISQ)
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yay a bot. but does anyone understand what the ascii art in its sig is supposed to be? I think the whitespace got collapsed so it doesn't show properly...
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Open discussion: Corpse explosion, jinx, ice
DDRKirby(ISQ) replied to holepercent's topic in WarCraft 3
jinx would seem great at 5, but I'm sure other things can be done with it... placing ice seems to be somewhat similar to placing roots...but a little bit difference since the end explosion is important. -
well it is a confusing concept to explain, really if you get it you get it, but if you don't get it... I guess the basic concept is simple, but to explain the details such as range, damage, etc in a succinct way, is rather ugly. let me try my hand at it: Transforms this golem into a link node that boosts other flesh golem towers in a range of 700. Each link node will boost one attack every 0.5 seconds. Bonus damage is 2000 for one link node and increases exponentially as more link nodes are added. (Base damage is 4000) Damage done is equal to Base + Bonus*#*1.05^# hm. I couldn't get the base damage of 4000 to work in there in a good way.
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creative idea, but seems a little too roundabout for my tastes...but then again you had the flesh golems leveling up based on mana and that wasn't too bad, so i guess it works. IMHO the currrent set range aint -that- important though. You should be able to tell visually, no? Ah, unless you are in between creep waves...hrm.
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all i can say is, i just did a VHSR and got FLENDW+ and died at wave 38. the 10% for slows is definitely making a difference. using all supporters (muck corrosion nova windstorm etc) isn't working like it would have in 4.0pb...
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bigger balls--er, larger orbs might help....looking forward to experimenting with it. Maybe the max/min range should be specified somewhere in tooltips? (range for flesh golem link should be in there somewhere too--it's probably already there but I only played once so I can't remember for sure.)
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the problem is that most of the people involved in developing the map understand its inner workings and strategies very well and hence, usually play on VH mode. Therefore there is a natural tendency to neglect the easier difficulties. It's only inevitable. The best we can do to avoid that is to stay honest and make sure we don't just think of ourselves, and get good feedback. I don't really mind "cheese" strategies working in VE. isn't it nice to just be able to mess around and do weird things once in a while? I guess that's not really the objective of VE though; it really should be catered to new players. also @Cisz, jolin is currently better at VHSR than I am. or at least, he SHOULD be. I am not very good atm. (Or at least, I feel like in the past couple of games I haven't been doing as well as I should be) As a side note I am upping my standard and playing at 4/5 a lot more often nowadays as opposed to always hanging back at 6/3.
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1) trickery conjure hotkey works (b^^)b 2) flesh golem hotkey for Link (M)ode is supposed to be M, but that's reserved for (M)ove so that doesn't work. 3) no hotkey for jinx contract/expand? I guess it's not really necessary but would be nice. Haven't actually -used- the tower though, so iono much about it. Also the orbit effect needs to be more flashy =pp
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abused to level flesh golems... i mean having them magically gain an extra reincarnation, is unintuitive. no?
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true, maybe the upper limit of difficulty being higher is not so bad. After all, better to have something to strive for, no? maybe rename to "impossible" =ppp (not serious)
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imho it should not be that way, simply because it is unintuitive
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if you really wanted to test, you would not judge an entire game (too many variables) but rather, for example, test X number of light towers/dark towers on wave X with or without micro and see what the result is. i think another small factor, is elemental weakness. Using light towers vs darkness waves works great, but using darkness towers vs water waves just exacerbates the problem even more...
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i dont know that much about all the different models that are available. I do think it would be wrong to have something like BM or DH since you're carrying a big blade around but all you're doing is putting up towers acolyte was a pretty great choice simply because he's the "summoner" type and he's not too big as to get in the way. I think i am just looking for someone who seems more "magical"...I know beastmaster has summons but when I think of him i just think of him as being a bit ol strength hero. Though the name Rexxar is neat.
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hm i tried again and it does seem to stack. though i'm not 100% certain. i =sucked=. past tense the question now is HOW does it stack? Does multiple shots from a single tower stack? or is it like a debuff and it only matters that more creeps have the debuff on them. (the latter seems unlikely) edit: actually the latter still seems possible. I'm not really sure what it's doing. edit 2: nah I don't think it's the latter. I think it's just simple, everything stacks.
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then i just sucked
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flame might be good--just don't make the mistake I did and try to solo a nature wave with 10 solars =PPP I had forgotten that there's no ST damage anymore. wait, the AoE damage doesn't stack, right? =X
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i'm personally not a big fan of the beastmaster. i'd choose the one we have now over him. but that's just me.
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cuz i'm awesome. http://www.tetrisattack.net/forums/index.php?showtopic=787
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hmmm....impulse towers dont suffer from the same flaw that arrow towers do--namely, that if you spam right-clicks on creeps, arrow towers wont ever attack anything... is arrow tower the only one that has this problem? I never really noticed, I just know that impulse definitely doesn't.
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nah, I like the range as is. I don't really know that it works that way... so you're saying that darkness has more overkill (i.e. higher percentage of damage is wasted) whereas light has less but it happens more OFTEN? ah. i see, because light fires fast enough to fire again before first shot has hit. Makes sense. In that case, darkness is imbalanced simply because it is ugly =D
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yes, so it is less effective in general...I guess the difference is not actually bad except for early on when the overkill matters alot. That and mech waves, but light has similar problems there.
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i agree with darkness needing more than light. i hate darkness towers atm o_o; i mean the concept really fits with the nature of the element, but it just doesn't do a good job at actually killing things efficiently.
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should work just fine then.
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microing the copies is essential for those micro types like impulse. yet, to be unable to sell them easily, seems outrageous. of course ideally when you issue the sell command, only the real towers get sold...but maybe there is some alternative compromise that can be worked out if that isn't fully possible?